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122,203 Commits over 4,048 Days - 1.26cph!

2 Years Ago
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2 Years Ago
Code-entry dialog works at the vehicle lift. Other bug fixes. Opening a UI dialog from another doesn't work too well, so I'll likely try integrating the keycode dialog into the vehicle lift one.
2 Years Ago
Added support for industrial pipes having ridge sections at distance intervals
2 Years Ago
Setting up ability to set and change code from a vehicle lift
2 Years Ago
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2 Years Ago
merge from qol_nov_22
2 Years Ago
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2 Years Ago
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2 Years Ago
Apply icon material and LOD settings to conveyor
2 Years Ago
Added a UI warning when inserting blueprints into an industrial crafter that's attached to a workbench at an invalid tier
2 Years Ago
Merge from main
2 Years Ago
Quit dialog
2 Years Ago
Fix scrollable view, adding tabs to player screen
2 Years Ago
Brought throwable snowball impact effects in line with effects from snowball gun
2 Years Ago
Option to destroy a lock on a modular car now becomes available at 25% module health (was 15%). Still WIP, ported all basic code lock functionality to modular car locks.
2 Years Ago
Fixed not being able to drag non-cassette items onto the portable boom box
2 Years Ago
Fix streamed radio audio looping incorrectly if the players performance drops below 10fps There is likely still some stuttering but it should recover once performance improves
2 Years Ago
Added null check on the conditionals list in ConstructionSkin.SpawnGibs
2 Years Ago
Added canvas scaling to a bunch of other dialogs - modified codelock scene* - electrical branch prompt - counter - RF reciever - RC camera - rust+ notification - draw pumpkins - spraycan skins - timer prompt - drone marketplace
2 Years Ago
Gathering icons and weapons box
2 Years Ago
Fixed more UI too small on 4k screens - codelock - assign sleeping bag - rename sleeping bag
2 Years Ago
large xmas tree static
2 Years Ago
Creating player view ui with stats
2 Years Ago
Apply the updated external wall behaviour to ice walls
2 Years Ago
merge from networkgrid_layers
2 Years Ago
more
2 Years Ago
row tests
2 Years Ago
Update to industrial conveyor module mesh - fixed holes in mesh (where pipes would cover but would be exposed without pipes) - updated LODs (gibs were already fixed)
2 Years Ago
network++ save++
2 Years Ago
merge from main
2 Years Ago
merge from StaticCaboose
2 Years Ago
Fix bouncing off wall frames when climbing up & down netting by adding "block player movement" collider
2 Years Ago
Fixed getting stuck on the top of netting placed in wall frames
2 Years Ago
Root merge
2 Years Ago
Root merge
2 Years Ago
Disable bounds check from earlier, it marks a bunch of stuff as changed incorrectly Gib setups
2 Years Ago
Storage Adaptor prefab setup
2 Years Ago
Conveyor setup, icons, etc Running RecalculateBounds now marks a prefab as dirty in the prefab editor
2 Years Ago
Fixed underwater effect on the lowest quality setting
2 Years Ago
Lake / River normal fix on low quality
2 Years Ago
Developer menu (f1 menu) scales with resolution so it's readable at 4k
2 Years Ago
Crafter material setup
2 Years Ago
Updated CreateMenuPrefabs Added right click script for SimpleBones
2 Years Ago
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2 Years Ago
Merge from main -> steam_auth_tracking
2 Years Ago
Root merge
2 Years Ago
WIP replacing modular car key locks with code locks
2 Years Ago
updated industrial crafter module - split lights off to their own uv to control progress bar - updated lods - updated prefab - added textures and materials for the lights (this may change if/when we get a fix for the standard shader uv1 offset settings)
2 Years Ago
Add IOEntity.debugbudget and IOEntity.debugBudgetThreshold convars, prints out the entities taking up IO budget time if the total takes longer than the threshold Modified LiquidContainer to only update it's drain targets when a circuit changes, not during UpdateOutputs UpdateOutputs generally happens as part of a circuit change so we were doubling up work, this was exacerbated by long chains of water catchers getting drained immediately as water is produced
2 Years Ago
Updated cake tunnel entrance greybox