reporust_rebootcancel

121,613 Commits over 4,048 Days - 1.25cph!

3 Years Ago
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3 Years Ago
Merge from networkgrid_layers
3 Years Ago
More fixes.
3 Years Ago
Merge from nexus
3 Years Ago
Merge from main
3 Years Ago
More fixes for sorting not being applied after querying server for ping
3 Years Ago
Added 'clear_browser_cache' to reset the cache
3 Years Ago
Make the dungeon network group layers repeat every 100 units up so we have more than dungeon layer for more network isolation
3 Years Ago
Sort servers when ping is updated & set logging as editor only
3 Years Ago
Warehouse -fixed geometry - tweaked collider and separated it for different pieces/materials, metal, concrete, glass - replaced doors with a statistic version
3 Years Ago
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3 Years Ago
Fixed remaining bugs with custom ocean level
3 Years Ago
Bugfixes and final polish on Caboose Dressing prefab.
3 Years Ago
Add support for layers along the Y axis (up) to network grid so it's now "3D" ish
3 Years Ago
Toggling "Use Cache" will refresh server browser
3 Years Ago
merge from attachment_item_move
3 Years Ago
fixed weird burst behavior when holstering/reloading
3 Years Ago
fixed client/server compile errors
3 Years Ago
Fixed weapon attachment restrictions per weapon not being enforced
3 Years Ago
merge from main
3 Years Ago
- industrial conveyor mesh - industrial splitter mesh entry points fits nicely with the currently pipe radius.
3 Years Ago
More distinction between ownership and active control. Can now clear active control link without disowning a pet. Map markets get correctly destroyed for uncontrolled but still owned pets. Dogs get disowned when removing harness. More cleanup.
3 Years Ago
merge from attachment_item_move
3 Years Ago
Merge from main
3 Years Ago
Allow all versions of servers in editor server browser
3 Years Ago
Merge from main -> cached_server_browser
3 Years Ago
Fix hazmats being attachable to weapons
3 Years Ago
wip ownership rework/simplficationa cross pet types
3 Years Ago
Merge from main -> attachment_item_move
3 Years Ago
9th birthday cake setup and icon
3 Years Ago
Added Lewis's updated perm store item icons
3 Years Ago
A couple of visual UI fixes
3 Years Ago
Better layout for the player widget UI cards when player has split
3 Years Ago
Fix playingSplitCards not clearing per round
3 Years Ago
merge from chat_qol
3 Years Ago
Merge from weaponskins
3 Years Ago
related materials review
3 Years Ago
re-worked oilrig_trims textures added some metal and rusty specific maps
3 Years Ago
slightly enlarged the market terminal search icon
3 Years Ago
Show both scores if the player has split
3 Years Ago
Split cards use the small card images in the 2D UI. Small screen UI now shows basic info about having a split.
3 Years Ago
merge from save230 - Staging wipe
3 Years Ago
Disable scarecrowpopulation
3 Years Ago
Fixed fluid IO entities adding incorrectly to battery drain (affected water barrels and sprinklers)
3 Years Ago
Add a server log to try and catch cases where a slot machine fails to pay out results of a spin
3 Years Ago
Fixed mysterious UnlockPunch error, was caused if a player reconnected after being disconnected from a server while the tech tree dialog was open and they had unlocked at least one tech Removed a UGC reporter log
3 Years Ago
Fix the world seed info HUD not showing corect information (will require a server update)
3 Years Ago
Splitting WIP
3 Years Ago
Fixed some broken particle effects on snow machine Added Toggle, Turn On and Turn Off electrical inputs (brings it in line with fog machine and strobe light)
3 Years Ago
Refactor, creating CardPlayerDataBlackjack as a separate subclass of CardPlayerData, with a separate ProtoBuf message as well. Allows for more Blackjack-specific per-player content. This is mainly to support Split well, but helps Insurance as well. Originally I tried to do this in a bit of a nicer way with generics, casting PlayerData in CardGameController to the player data type of the subclass. But generics and MonoBehaviours really don't mix well. In the end there's just a bit of casting instead.