reporust_rebootcancel

137,531 Commits over 4,474 Days - 1.28cph!

12 Days Ago
Stop pool mountable dragging you along with the cue ball once you shoot
12 Days Ago
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
12 Days Ago
Actually put the 8 ball in the middle like real pool Cleaner game in progress/leave game logic - makes everything clearer
12 Days Ago
Subtract 157099
12 Days Ago
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
12 Days Ago
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
12 Days Ago
Correct values this time
12 Days Ago
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
12 Days Ago
main -> game_room_dlc
12 Days Ago
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
12 Days Ago
use new RRP/BRP grab pass subshaders for player pixelation
12 Days Ago
Added tooltips to various elements (texts and close button) on cui.cui_test Updated cui.cui_test background image URL to use https
12 Days Ago
merge from main
12 Days Ago
merge from sv_console_history
12 Days Ago
Added caret repositioning support (using left / right arrows) Use Ctrl to jump to the nearest space https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
12 Days Ago
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
12 Days Ago
merge from automated_testing
12 Days Ago
only players in the game can reset the board, otherwise you must wait for idle endgame timer
12 Days Ago
darts fixes - fix RPC_UpdateThrowTimer (pretty sure) - fix deploy bounds - fix collider not being representative - include mat in placement guide - remove rotate from placement - set health value - can only palce dartboard on construction - add ground watch - fix look rotation error spam - fix SpawnReticle NRE - fix outofrange exception in 2 player - remove "win game" placeholder effect that was causing crash - adjusted bounds of everything in the prefab
12 Days Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
12 Days Ago
merge from fix_realmed_remove_warning
12 Days Ago
Fix RealmedRemove warnings on small ramp and advent calendar
12 Days Ago
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
12 Days Ago
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
12 Days Ago
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
12 Days Ago
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
12 Days Ago
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
12 Days Ago
jukebox prefab updated with greybox model
12 Days Ago
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
12 Days Ago
merge from fix_baseentity_query_nre -> main
12 Days Ago
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
12 Days Ago
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
12 Days Ago
syncvar_initialiser_support
12 Days Ago
Fix a few NREs called by the new initialiser support
12 Days Ago
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
12 Days Ago
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
12 Days Ago
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
12 Days Ago
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
12 Days Ago
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
12 Days Ago
merge from main -> fix_baseentity_query_nre
12 Days Ago
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes
12 Days Ago
merge from fix_breakin_sound_loop -> main
12 Days Ago
Fix the master key unlock not set to loop
12 Days Ago
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
12 Days Ago
Update(tests): patch SlotMachine Tests: TestMTSave(SlotMachine) - passes
12 Days Ago
Update(tests): patch ShutterFrame Tests: TestMTSave(ShutterFrame) - passes
12 Days Ago
Bugfix(editor): add null checks to SearchLight Reset flow Tests: TestMTSave(SearchLight) - passes
12 Days Ago
merge from fix_deep_sea_ladder -> main
12 Days Ago
Update(tests): patch RidableHorse Tests: TestMTSave(RidableHorse) - passes
12 Days Ago
Add `printboatteleports` command to print what players will be teleported to the deep sea - allows us to see if ladders in standalone builds behave differently than ladders in the editor