reporust_rebootcancel

143,002 Commits over 4,413 Days - 1.35cph!

Yesterday
Merge: from pool_mt
Yesterday
Merge: from main
Yesterday
Restored the hasMoved check in RectMask2D::PerformClipping, was removed by unity to fix pivot animation issue We don't care about rect pivot animations, removing that check murdered UI clipping performance
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Merge from preserve_player
Yesterday
Network++
Yesterday
Reapplying wiretool_reconnect_fix
Yesterday
Merge from main
Yesterday
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
Yesterday
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Yesterday
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
Yesterday
Sphere tank scene is now playable
Yesterday
Added a crude oil producer to dome
Yesterday
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
Yesterday
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Yesterday
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
Yesterday
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
Yesterday
Remove dodgy null check
Yesterday
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
Yesterday
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Yesterday
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
Yesterday
Fix list clear NRE
Yesterday
Stop groundwatch killing the table as well
Yesterday
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
Yesterday
- Allow player to play against themselves - Temp patch for viewmodel issues
Yesterday
IOCircuitSystem indentation fix
Yesterday
Disable deatching children on the modding monument build block prefabs
Yesterday
Fix "modding monument build blocked" prefab not scaling the red blocked visualization on custom maps - allow monument prefabs to opt-out of detaching their children (so it can work with "monuments" that can resize aka the modding building blocked prefabs)
Yesterday
Merge from main
Yesterday
initial setup on auto turret workshop skinnable
Yesterday
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Yesterday
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
Yesterday
Ceiling gold stars rotated textures to match placement guide
Yesterday
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
Yesterday
added missing scripts for placement guide
Yesterday
Item Compacter item setup. mini deployable recycler for your base with very low output, for dumping crap you dont want instead of throwing it on the floor. Will give back very low amounts of wood, frags etc.
Yesterday
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2 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
2 Days Ago
Reduced the amount of TryGetComponentRecord calls
2 Days Ago
Extended smoke signals max height, making them visible from further away Added support for the cargo plane to drop different supply drops
2 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
2 Days Ago
Removed duplicate line
2 Days Ago
Added ESPCanvas nameplate distance-based auto sizing https://files.facepunch.com/raul/1b1711b1/17_01-03-SpotlessCowbird.mp4
3 Days Ago
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3 Days Ago
Fix texture analyzer incorrectly flagging assets as having compression disabled that are NPOT + mipmaps that are part of texture atlases