reporust_rebootcancel

124,069 Commits over 4,171 Days - 1.24cph!

3 Months Ago
Switched the targeting attachment to use a new InternalTargeting slot (used to share the Internal slot with the GCO) All weapons with the Internal slot can now also equip items marked as InternalTargeting Added InternalTargeting to the AK and LR , allows the targeting attachment to be used on those weapons Added commands in Tools/Find/Weapons With Slots/ for all slot types that prints out all weapons that can use a given attachment type
3 Months Ago
Wrote new tooltips for all the gameplay options Added video tooltip support
3 Months Ago
Re-implemented settings safe mode button and its confirmation popup
3 Months Ago
Generic popup dismisser, tweaks
3 Months Ago
Generic confirmation popup system Added a confirmation popup to the keybind reset button
3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
Rename delta to be more clear
3 Months Ago
Missed file
3 Months Ago
built manifest
3 Months Ago
update iconrender_improvements/wallpaper
3 Months Ago
Prevent IconScene from being saveable - can toggle via `Tools/IconRender/Allow Saving Scene` Show preview of the icon on the right side of the window - pull texture from Game window with a render texture - will have inspector to change render icons below
3 Months Ago
merge from main
3 Months Ago
Fixed player metabolism being affected by low server fps. This would cause large times between frames and could affect food loss, bleeding, temperature jumps etc, building up our built in timer past its trigger amount and not properly bringing it back down. Unsure how greatly this affected servers, or the relationship this has between player update jobs and serial. Worth fixing anyway. Fixed By: Breaking up accumulated metabolism time into fixed‐size ticks rather than using the full accumulator. Always passing exactly metabolismtick to RunMetabolism and DoMetabolismDamage, and preserving any remainder for the next frame, ensuring metabolism advances in uniform intervals.
3 Months Ago
Can't open the console while rebinding keys
3 Months Ago
Abyss Containers - Cinematic textures and materials for both containers
3 Months Ago
Skin modal fixes, working add to cart button Cart price texts
3 Months Ago
syncvar_improvements -> main
3 Months Ago
Abyss Containers - Adjusted sockets position on the horizontal version
3 Months Ago
M15 Pistol - Adjusted iron sights, size, and attachment positions
3 Months Ago
Use deferred reading mode Brings weaving time down to 2.15~ on average
3 Months Ago
More creation calculations
3 Months Ago
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3 Months Ago
Abyss Containers - Tweaked item, prefab, added icon, corpse, gibs and sounds
3 Months Ago
Fixed feature skin cart button
3 Months Ago
Flex grid is now a real grid, can support elements with higher Y size Merged some grids in the limited and general store tab Limited store can now have a featured item (picked randomly for now)
3 Months Ago
- Fix scientist being stuck in search state (they were selecting the same search spot over and over again) - Fix scientist searching silly spots after losing sight of the player instead of in a sensible direction
3 Months Ago
Improve SyncVar Weaver speed from 2.5~ to 2.2~ seconds Only include precompiled assembly paths Don't include the whole managed folder, just take Managed/UnityEngine and Managed/UnityEditor as depdency lists
3 Months Ago
Update: move some of the validate logic back to DEV_BUILD only These routines do sanity checks, and for the last couple days of testing they haven't picked up anything. Tests: on Craggy in editor with UsePlayerUpdateJobs 1
3 Months Ago
Clean: remove recently-added debugging logic Tests: none, trivial change
3 Months Ago
Bugfix: safeguard against NRE induced kicked players in UsePlayerUpdateJobs - Added a couple warning comments If kick happens in the middle of player update loop, it would invalidate one of cached indexes and access a null. Tests: forced a disconnect mid processing, no NRE caught
3 Months Ago
Prevent slow-motion gibs for large structures destroyed in shallow water Previously, when a large object was destroyed in shallow water, we treated the entire object as submerged and set the gibs move in slow motion (simulating underwater behaviour). Now we sample a point higher up on the object to properly detect shallow water and skip underwater effects for gibs in that case.
3 Months Ago
Fixed wire slack up and down binds in the options menu
3 Months Ago
Wire slack up and down binds added to keys_default
3 Months Ago
Merge from building_interaction
3 Months Ago
Added BuildingBlock interactable check functions/calls. Override for boat blocks, only allowing building related interactions when the boat is editable.
3 Months Ago
vmcamera updates based on feedback
3 Months Ago
Chippy arcade machine now shows health info
3 Months Ago
trawler ship props progress
3 Months Ago
tweaked storage adaptor positions slightly to avoid collision
3 Months Ago
merge from main
3 Months Ago
String light emission toggle when powered
3 Months Ago
Set instancing convar to editor only, remove hardcode instancing on in tutorial island
3 Months Ago
Testing whether the debug build of the DLSS plugin DLL acts differently to the release version
3 Months Ago
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3 Months Ago
Removing obsolete materials, fixing repetition on plastic float cubes, enabling GPU instancing on materials
3 Months Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
3 Months Ago
Reduce search radius
3 Months Ago
- Fix oilrig being considered in water by scientists - Allow reacting to noises not necessarily coming from the current target when investigating - Prevent pathfinding spam if hearing lots of noises eg AK full auto (could have caused perf spike) - Fix enemy being marked as visible when just heard or when hit by a bullet