reporust_rebootcancel

128,365 Commits over 4,201 Days - 1.27cph!

Yesterday
Update: bring over jarryd's 124139 - BasePlayer.ToggleNetworkPositionTick Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
Yesterday
Wire up the tooltip text Add some phrases for each of the states Crappy wheel detection, will need changed in future
Yesterday
Items in the cart are now translated correctly
Yesterday
Fix analytics not including monument after server restart - it still was including the name of the SpawnGroups so it was sorta useable - switch from using the PuzzleReset entity to using SpawnGroups
Yesterday
changes on PTBoat single and double turret fire actions
Yesterday
Fix some broken flex stuff in the boat building hud prefab
Yesterday
Rename variables
Yesterday
Make puzle reset radiation bypass armor similar to how oil rig radiation works
Yesterday
Add `Time blocked by radiation` to analytics - fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time) - renamed to 'time_blocked_total' so easier to backfill
Yesterday
Fixed placeholder Sail description, also fixed the minigun description typo
Yesterday
Final sans volumes.
Yesterday
Fixed codegen errors. Bunch of uncommited stuff. WIP stuff
Yesterday
boat building ui
Yesterday
Fixed gallery arrow showing up in the soundtrack DLC page
Yesterday
M92 weapon refresh model and wip textures
Yesterday
new boat building requirements ui
Yesterday
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Yesterday
merge from skins_ingameicon
Yesterday
merge from qol_perf_formatting -> main
Yesterday
Set locomotive and workcart canvas LOD component as dynamic
Yesterday
merge from ui_overhead_optims
Yesterday
Missed files
Yesterday
Rename ServersideMountedWeapon to MountedWeapon
Yesterday
- switch performance text to show fps + ping at level 2 & show ping below like before at level 3 - add GPU time to level 6 - rename TicksToNS because it should have been named the inverse - hardcode to 100 since we only use it for TimeSpan ticks, not Stopwatch ticks
Yesterday
Merge from horse_medsyringe_healing
Yesterday
Improve reliability of scientists grenade throws: - replace capsule collider with sphere collider, centered, more predictable bounces and less risks of getting caught on geometry - "explode" on impact, reduces cases when the grenade lands next to player but bounces into the sea
Yesterday
Update analytics event
Yesterday
chainsaw 3p anims setup
Yesterday
Revert transform and collider changes that somehow snuck back in
Yesterday
Fix compile errors and reduce speed gained
Yesterday
merge from qol_dump_improvements -> main
Yesterday
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Yesterday
merge from main -> qol_dump_improvements
Yesterday
- Horses can now be healed with medical syringes, in the same way we can heal other players - Medical syringes act as performance enhancing drugs for horses, giving a temporary boost to max gallop speed and a small replenishment of stamina (horse drugs are in Rust now) - Bandages do not work on horses - only syringes - All of above subject to change - Modified MedicalTool so that it can work for other entity types other than players. Added IMedicalToolTarget which we can attach to entities which we want to targetable, and handling per entity is now done on the entity rather than on the MedicalTool - Add TryGetOwnerPlayer to HeldEntity and TryGetEntity to BaseNetworkable as slightly neater ways of calling their respective methods
Yesterday
Cannonball icon
Yesterday
Fix up/down arrow keys updating the label in the console input field even though they're unused.
Yesterday
BBS build area volume fixes. More test block uipdates. Remove spammy debug drawing.
Yesterday
Add: profile.CountSyncMoveEntities server var Reports number of "Sync Positions" on the server. Some entities don't get into saves, so this is the only way to see what's putting pressure on InvokeHandler Tests: ran it in editor on craggy
Yesterday
wip BBS volume checks
Yesterday
merge from naval_update
Yesterday
Add more playables null checks
Yesterday
Fixed protobuf
Yesterday
merge from main -> helicopter_flare_balance_pass
Yesterday
setup chainsword 3p anims
Yesterday
Bugfix(editor): if invoke throws, don't lose Profiler.EndSample There's bigger problems out there, but this was making profiling a bit annoying Tests: loaded playtest save and profiled it in editor
Yesterday
main -> naval_update
Yesterday
Feedback changes
Yesterday
wallpaper_viewmodel_fix -> main
Yesterday
Fix wallpaper planner viewmodel playing its deploy animation faster than regular planner viewmodel
Yesterday
merge from main