reporust_rebootcancel

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

30 Days Ago
Initial setup
30 Days Ago
added GameTip for additional sculpting controls
30 Days Ago
able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively) - hit guide changes colour and taost appears with current state - fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
30 Days Ago
Added a detail layer property section to each of the blend shaders
30 Days Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
30 Days Ago
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30 Days Ago
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30 Days Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
30 Days Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
30 Days Ago
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
30 Days Ago
enabled damage layer on all siege tower materials with detailLayer
30 Days Ago
Buildfix: added missing namespace qualifier Tests: none, trivial change
30 Days Ago
Stop NRE on clearing feed
30 Days Ago
Get admin panel stats instance properly
30 Days Ago
adding damaged materials for the ram shell
30 Days Ago
Bugfix: resolve location of asset bundles when running standalone perf test - Also symlinking server bundles instead of client, for now Tests: ran the LoadProcTest, no more logs of failing to open bundles
30 Days Ago
ram bucket texture upres - 1k feels a tad lowres for a focal point object
30 Days Ago
fixed incorrect material definition on battering ram rear door LOD2
30 Days Ago
merge from creativemode_io_text
30 Days Ago
Only show the creative mode text when a pending wire is active
30 Days Ago
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
30 Days Ago
icreased grid resolution further
30 Days Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
30 Days Ago
Added placeholder damage and damage script to catapult
30 Days Ago
Merge: from main Tests: none (big merge, going to fix any issues in follow up commits)
30 Days Ago
Bunch of compile fixes
30 Days Ago
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30 Days Ago
merge from teslacoil_tweaks
30 Days Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
30 Days Ago
merge from main
30 Days Ago
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30 Days Ago
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30 Days Ago
Fixed battering ram door wheels culling, set to isDynamic
30 Days Ago
Merge from hackweek_car_radio
30 Days Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
30 Days Ago
fixed entity bounds on ice sculpture
30 Days Ago
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30 Days Ago
meta changes on some collider meshes
30 Days Ago
manifest update
30 Days Ago
Committing walkway changes to switch branch
30 Days Ago
merge from wolf-sound-tweaks
30 Days Ago
roof conditionals colliders and then some
30 Days Ago
Re-enable deployment checks
31 Days Ago
Merge from io_infinite_power
31 Days Ago
ioentity.infinitepower is now replicated Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
31 Days Ago
Merge from io_infinite_power
31 Days Ago
None compile fix
31 Days Ago
Added IOEntity.infinitepower Powers all player placed electrical IO entities on a server when enabled without needing power sources Likely has some per entity edge cases, already fixes electric furnaces