reporust_rebootcancel

135,975 Commits over 4,324 Days - 1.31cph!

3 Days Ago
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3 Days Ago
Cherrypick from range 142973 -> 143247
3 Days Ago
Cherrypick 142957
3 Days Ago
Cherrypick 142943
3 Days Ago
Cherrypick 142938
Rin
3 Days Ago
Merge from LNY26
Rin
3 Days Ago
Fixed Horse Mask world model outlines
3 Days Ago
Scene fix.
3 Days Ago
3 Days Ago
Various stuff. Splat backup.
4 Days Ago
Test for io arrow having a direction and handle name not being empty Finds 5 items with missing io arrows
4 Days Ago
Some optims on CollectInventory, needs more work later
4 Days Ago
Improved copy paste behaviour Cleanup
4 Days Ago
Optims: notify the computer when the data network changed and needs to be repolled, instead of polling every tick
5 Days Ago
Maintaining control of the flag awards clan score Flag shows the clan logo on it when being controlled by a clan
5 Days Ago
Booleans are using toggles instead of input fields Added debug convar, prints each node and connection state Cleanup and optims
5 Days Ago
Fix sorting order of base building blocks
5 Days Ago
Fix window blueprint skin assignment
5 Days Ago
Add blueprint skins for half wall, triangle foundation and triangle floor
5 Days Ago
Add skins to the respective source prefabs
5 Days Ago
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5 Days Ago
Start on IO prefab tests Checking relevant prefabs for inputs/outputs/main power slot Checking handles are not too far from any collider
5 Days Ago
missing connection in tech tree, swapped some items around based on scrap cost
5 Days Ago
prefab setup (wip) for the uzi
5 Days Ago
Fix trailer having no wheel friction
5 Days Ago
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
5 Days Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
5 Days Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
5 Days Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
5 Days Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
5 Days Ago
Biome stuff backup
5 Days Ago
merge from main
5 Days Ago
use standard shadowmaps to prevent leaking
5 Days Ago
merge from main -> hackweek_trailers
5 Days Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
5 Days Ago
Add skins to source prefabs
5 Days Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
5 Days Ago
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5 Days Ago
Fixed some bugs with the default inputs and invoke method node
5 Days Ago
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
5 Days Ago
Added coiled model for the hose tool world model prefab
5 Days Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
5 Days Ago
Apartment complex b greybox update
5 Days Ago
Simplify prefab pre processing error (to get more info on this build issue)
5 Days Ago
When PrefabPreProcess fails on an object - attempt to dump its name Try and get the path in a try/catch block so it doesnt NRE and stop the build
5 Days Ago
Added copy/paste support
5 Days Ago
Additionally added coiled model for the wire tool world model prefab https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
5 Days Ago
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
5 Days Ago
Some minor tweaks to prevent it bouncing on the edges between colliders Not perfect but will do for the playtest
5 Days Ago
removed world model outline script that didnt work anyway