reporust_rebootcancel

135,564 Commits over 4,474 Days - 1.26cph!

Yesterday
Close the pool dialog in between shots (this is temp but needed at the minute)
Yesterday
- More game registration fixes - Player slot and id fixes - Fixes for remounting - Toast/status fixes - Fixed not being able to complete the game - Allow access to reset game
Yesterday
Better blue team colour
Yesterday
More pool ui fixes, ensure stripes/solids renders on the ui Ensure eight ball ui doesnt turn itself off
Yesterday
Remove old icon
Yesterday
Fix busted 3p cue position/rotation
Yesterday
- Cleaned up deploy volume, colliders, construction script etc - New Icon
Yesterday
Change ... to say PROCESSING TURN in pool table status
Yesterday
Viewmodel fixes - Wireup new full and low power cue positions - Ensure hands can be seen (now using the right material)
Yesterday
Add flailing, turn down launch boost a bit, ignore swing collisions
Yesterday
game_room_dlc -> game_room_dlc/pool
Yesterday
Add a way for players to launch themselves from swings when dismounting, bump up swing acceleration by 20%
Yesterday
Merge from apartment_complex_monument
Yesterday
Fixed missing upkeep terminal server error when upgrading rooms
Yesterday
Fixed bathtub missing from manifest (would have been resolved in builds anyway, fixes an error in editor though)
Yesterday
Fixed concierge conversation not filling the room number and rent values Also fixed medium and large upkeep using the wrong phrases
Yesterday
Possible fix for missing apartment_small_col fbx in builds The fbx import settings imported a material, which meant the asset was loaded into content.private as it grabs all materials
Yesterday
Fix an edge case with legacy skins (workshop id 0) incorrectly appearing as selected
Yesterday
Merge from clan_bugfixes
Yesterday
Disable line limit on the clan announcement input and let the backend limit it instead Make it so it strips the linebreaks instead of entire lines of text
Yesterday
Use the gesture viewmodel when using gestures so we can see 1st person hands, ensure any held item viewmodel is redeployed when the gesture ends and when ending gesture loops
Yesterday
darts polish - darts stick into board at steeper angle and with slight random offsets - darts have a more dramatic up-down flight path - reticle doesnt cast shadows - unthrown darts appear in offhand in 3p - tweaked mountable positions
Yesterday
Fix some slowess with editing large text inputs, hopefully doesn't break some emoji stuff though
Yesterday
Fix failing container corpse test for bed testlist
Yesterday
merge from main
Yesterday
merge from clan_bugfixes
Yesterday
Fixed camera positioning, fixed screen shake / effects, enable post processing
2 Days Ago
more texture tweaks
2 Days Ago
Merge from pmm_supermarket_food_freezer
2 Days Ago
Merge from PlayerMaintainedMonuments
2 Days Ago
Added small ramps to basement colliders to help with movement
2 Days Ago
2 Days Ago
More reverb zone distance tweaks
2 Days Ago
Merge from main
2 Days Ago
Fix viewmodel animations resetting on other high fire rate guns at low fps
2 Days Ago
minor wooden helmet mesh tweak
2 Days Ago
small wooden pants mesh tweak
2 Days Ago
Reverb zones misaligned center fixes
2 Days Ago
Fix clan leaderboard never refreshing Probably fix clan announcement truncating to 2048 despite everything else allowing more Don't auto select all when clicking on rank name to edit Missing clan map material change
2 Days Ago
Adding forward and back pose for pool viewmodel anims
2 Days Ago
merge from WoodArmour_skinnable/V2
2 Days Ago
texture size pass
2 Days Ago
wooden pants mesh update texture import settings world model rename
2 Days Ago
merge from apartment_complex_monument (shops in computer UI and invisible furniture fix)
2 Days Ago
Fixed static furnitures being invisible when reconnecting inside your flat
2 Days Ago
Warmup item/wearables icons on startup to avoid FPS dips
2 Days Ago
Update: add ability to step through higher levels of mip chain to reconfirm visibility - controlled via culling.extralodsteps, default to 0 (same as before) Out HiZ downsampling filter erodes depth at edges of objects, so if objects picks a low mip, there's a good chance it won't see any occluding depth Tests: ran around apartments monument in editor with 0, 2 and 7. at 2 saved only 0.25% percent of drawcalls, but 7 can save up to 10% (will profile standalone later)
2 Days Ago
merge from main
2 Days Ago
Check socket base instead
2 Days Ago
Only send snapping mode information provided we have a snappable object