reporust_rebootcancel

153,687 Commits over 4,536 Days - 1.41cph!

46 Days Ago
Made corridor stop transition pieces wider to account for train stations of different widths
46 Days Ago
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46 Days Ago
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46 Days Ago
More prefab cleanup
46 Days Ago
merge from fix_cliff_gaps
46 Days Ago
Applied a similar fix as 158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
46 Days Ago
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46 Days Ago
Tightened anchor setup on cliff_hills_large_c
46 Days Ago
merge from game_room_dlc
46 Days Ago
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46 Days Ago
updated dartboard texture so that no. 16 is more clearly visible
46 Days Ago
fixed rotation of the pooltable balls so numbers are facing up by default
46 Days Ago
Possible fix for sfx error when entering network range of dome
46 Days Ago
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
46 Days Ago
merge from main
46 Days Ago
Merge from satellite_crash
46 Days Ago
Remove the fuel text placeholder
46 Days Ago
Remove some dead UI
46 Days Ago
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
46 Days Ago
Initial setup
46 Days Ago
Update dart offset in viewmodel and event on throw animation
46 Days Ago
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
46 Days Ago
Merge from main
46 Days Ago
Add build artefacts for all platforms
46 Days Ago
Remove debug.break left by accident
46 Days Ago
¬!Dummy commit
46 Days Ago
Remove the rotation on descent
46 Days Ago
jukebox - glowy lighting turns off and on when power is supplied - tweaked material emit values - prefab updated
46 Days Ago
jukebox - added a warm glowy lighting effect - updated model with second uvchannel - updated textures - updated materials
46 Days Ago
Cherrypicked from 151180
46 Days Ago
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own Tests: ran perf and unit tests
46 Days Ago
Merge from main
46 Days Ago
Added tap sounds and reassigned pipe creak sounds
46 Days Ago
Fix tile seams not being perfectly aligned because of quantization
46 Days Ago
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
46 Days Ago
Delete empty folders
46 Days Ago
Satellite.entity realmedremove tweak
46 Days Ago
Sertup realmedremove on satellite_remains. Moved FX to client only.
46 Days Ago
Delete 3 unused models/prefabs
46 Days Ago
Tweak FX positions, think they were slightly out (unless intentional?) Move them to satellite hierachy for rotation
46 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
46 Days Ago
Removed green light from powerline electric box Adjusted timings of jacobs ladder effect, should be visible much less frequently Reduced cull distance for jacobs ladder effect to 30m
46 Days Ago
merge from cui_updates
46 Days Ago
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
46 Days Ago
Zoom out and frame the point between target and control computer when opening the targeting map UI
46 Days Ago
main -> game_room_dlc
46 Days Ago
Merge from PlayerMaintainedMonuments
46 Days Ago
Merge from main
46 Days Ago
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
46 Days Ago
game_room_dlc -> main