reporust_rebootcancel

110,878 Commits over 3,897 Days - 1.19cph!

11 Days Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
11 Days Ago
Updating battering ram rig hierarchy
11 Days Ago
Added knight armour dlc 4k cinematic textures for media
11 Days Ago
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
11 Days Ago
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11 Days Ago
merge from qol_report_server_rules
11 Days Ago
merge from lake_fixes
11 Days Ago
merge from workshop_scene_update
11 Days Ago
merge from admin_prefabs
11 Days Ago
Updated knight armour dlc materials and textures
12 Days Ago
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12 Days Ago
Merge from magnetcrane_deathscreen
12 Days Ago
Merge from xmas2024
12 Days Ago
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check) Enabled on advanced xmas lights
12 Days Ago
Updated invisible admin cube + wall so they can be removed using ent kill
12 Days Ago
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
12 Days Ago
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
12 Days Ago
Added magnet crane avatar icon for death screen. Updated entity with prefab information.
12 Days Ago
merge from hexagontile_kill_fix
12 Days Ago
Disabled saving on hexagongrid.entity
12 Days Ago
Improved projectile hit handling for shields Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
12 Days Ago
merge from socketmod_handles
12 Days Ago
Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
12 Days Ago
Fixed melee vm hit block animations not playing
12 Days Ago
Parent merge
12 Days Ago
Codegen
12 Days Ago
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12 Days Ago
Merge from main
12 Days Ago
Anim backups
12 Days Ago
Updated muzzle boost description
12 Days Ago
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12 Days Ago
Merge from delete_entity_by_id
12 Days Ago
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12 Days Ago
Merge from fishtrap_restart
12 Days Ago
Merge from clearUGCByPlayer_fix
12 Days Ago
Merge from version_auto_printout
12 Days Ago
Run the version command on client startup
12 Days Ago
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12 Days Ago
primitive -> Aux2
12 Days Ago
Fixed weirdness when applying a door to the Siegetower
12 Days Ago
merge from clientserver_entityfinder_tool
12 Days Ago
merge from tmp_optims
12 Days Ago
Minor emission consistency tweak between the two variants.
12 Days Ago
vending_fixes -> main
12 Days Ago
Brightness scaling material fix. Naming cleanup.
12 Days Ago
Finalized update. Texture optimization.
12 Days Ago
primitive -> Aux2
12 Days Ago
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
12 Days Ago
merge from main
12 Days Ago
- Integrate clouds with WeatherPreset/Climate. Cloud configs transition with weather. Randomly chosen from list of configs on WeatherPreset or default list in Climate. Presets can also include a storm/overcast region. - Weather map scrolling uses EnvSync time - Some other adjustments