reporust_rebootcancel

128,695 Commits over 4,201 Days - 1.28cph!

40 Minutes Ago
▄▊▆▅ ▊▉▌▉▄▋▌▉
60 Minutes Ago
added walkway A ambience files
1 Hour Ago
tweaked sec tower LOD3 alpha cutout enabled LightGroupAtTime on barges distance tweaks to lift killed shadows on sec tower spotlights
1 Hour Ago
▍▌▅▌▍▆_▅▉▆▉█▌▇▋▍▊_▇▍▄▇▅▅▋ -> ▆▅▍▋
1 Hour Ago
█▉█▊ █▇▋▄▅▅ ▋▄▊▆▆ ▍▌▇▍ ▄▍▌▉ ▍▄▇▌ ▆▍ █ ▌▌█▍ ▋▌▍▍▇▋▋ '▄▊▊▄▋' ▌▅▊▄
2 Hours Ago
heavy_helmet_overlay_fix -> main
2 Hours Ago
Fix binoculars + the heavy helmet from rendering weird
3 Hours Ago
security tower a lod3 baked now
3 Hours Ago
setup flashlight refresh vm anims
4 Hours Ago
Heavy plate helmet repose
4 Hours Ago
Exhaust fixes.
4 Hours Ago
Stray light fix. Cleanup.
4 Hours Ago
Final polish.
4 Hours Ago
merge from main
4 Hours Ago
Fixed skin viewer having the pumpkin lighting enabled at all time...
4 Hours Ago
menu_bootstrap_change -> main
4 Hours Ago
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
4 Hours Ago
Moved ambient flies to prefab & improved them.
4 Hours Ago
More work on floating walkway optimisation. Flipped normal map of plastics B
4 Hours Ago
Adding v4 snowmobile shooting anims
4 Hours Ago
riot hat repose
5 Hours Ago
merge from boat_building
5 Hours Ago
Fix compile error in SocketMod_Anchor
5 Hours Ago
Fix compile error
5 Hours Ago
Merge from floating_cities
5 Hours Ago
First pass of distributing health back to blocks when converting a damaged boat to edit mode.
5 Hours Ago
Adjust floating city mission provider transform on Casino Barge Run S2P for floating city scenes
5 Hours Ago
Timeshimmer off globally on plight.flares
5 Hours Ago
Distance flares.
5 Hours Ago
building_planner_viewmodel -> main
5 Hours Ago
Merge: from hide_getinternalarrayunsafe - Replaces dangerous API with a safer, updates existing use cases Tests: unit tests
5 Hours Ago
Update: replace invalid usage of GetInternalArrayUnsafe Tests: none, trivial change
5 Hours Ago
Update: Hide List.GetInternalArrayUnsafe - introduce ListAsReadOnlySpanOf to help deal with casting up (since we don't have ReadOnlySpan<T>.CastUp<U>) - added simple unit tests Tests: ran unit tests
5 Hours Ago
Merge from naval_update
5 Hours Ago
Merge from naval_missions
5 Hours Ago
Run S2P on a bunch of scenes due to updated NPC prefabs
5 Hours Ago
Remove planner viewmodel
5 Hours Ago
Aniso angle improvements on the nets. PFX pass.
5 Hours Ago
Tweaks
5 Hours Ago
Merge from naval_missions
5 Hours Ago
Deep sea prefab variants missing from manifest entity list
5 Hours Ago
Post merge fixes
5 Hours Ago
Improve the carousel button behaviour in the full screen store page, now matches the web store
5 Hours Ago
Blowpipe - added SFX anim events, set up override controller correctly
5 Hours Ago
SAP - updated sfx anim event placement
6 Hours Ago
Disable RendererBatch for any doors or windows added to boats.
6 Hours Ago
Merge from naval_update
6 Hours Ago
Moved food market vendor further back. More geo reduction to floating walkway piece.
6 Hours Ago
- Setup metal detector source spawn points for rest of the deep sea islands - Remove NPC name from ConversationData and added to NPCTalking, prevents some NPC's from having names defined in different places - Made placeholder floating city mission provider look not placeholder - Improved how we retrieve conversation data node names
6 Hours Ago
Add debug server command to send a convar to a client Fix the log that prints when the client blocks such commands not including the full command string