reporust_rebootcancel

106,915 Commits over 3,836 Days - 1.16cph!

2 Years Ago
Merge from main
2 Years Ago
Parse map metadata from the nexus Automatically show details for the zone in view on the nexus map
2 Years Ago
Add server.clearugcentity convar, when provided an entity id it will delete any user generated content from that entity (can be used via rcon and will work for any entity that's compatible with the admin browser) Offensive content report dialog now finds the UGC content closest to the centre of the screen (so it can be uploaded with the report)
2 Years Ago
Adjusted vacuum height on the loot wagon
2 Years Ago
Fixed vacuum disappearing while animating by enabling "Update when offscreen"
2 Years Ago
Train unloading vacuum now stretches to different depths depending on the wagon type
2 Years Ago
Finalized north tunnel
2 Years Ago
Store desyncTimeRaw as desync in combatlog & convert FiredProjectile to pooled class
2 Years Ago
Unloadable wagon bits and pieces
2 Years Ago
Merge from main
2 Years Ago
Merge from trainyard_update
2 Years Ago
Tunnel progress & related files.
2 Years Ago
Updated launch site lighting / added light switches Fixed a few materials Changed some environment volumes to brighter ones
2 Years Ago
Map UI cleanup
2 Years Ago
Consolidated blur, wiggle, line into one pass. Fixed some masking issues and better line generation.
2 Years Ago
Added collider materials to wire fence prefabs
2 Years Ago
Replaced obstructed static chairs at Launch Site to non-mountable versions
2 Years Ago
Junkard S2P. Replaced a few static road signs to spawnable versions.
2 Years Ago
Cherry pick 72482
2 Years Ago
Added a note to TriggerBase that it doesn't correctly handle GameObjects with multiple colliders (looked into fixing it properly but it wouldn't be simple)
2 Years Ago
Fixed fuel tank collider detection issue. Our triggers get confused by multiple colliders on multiple gameobjects.
2 Years Ago
Add server.listtoolcupboards
2 Years Ago
procedural_cave_entrance_a tweaking terrain parameters and topologies - getting pretty seamless
2 Years Ago
Added missing collider materials to a few prefabs
2 Years Ago
merge from main
2 Years Ago
Re-applied previous month fixes from 71256 (duplicate branch)
2 Years Ago
Merge from main
2 Years Ago
Updated locomotive monitor to the new screen size and aspect ratio. Removed widescreen support from the train monitor code.
2 Years Ago
Trainyard S2P. Properly fixes the error on server load in GetPercentFull.
2 Years Ago
Full manifest rebuild, committing all changes apart from generated materials to clean up all the mess. Should hopefully fix Aux2 builds as well.
2 Years Ago
Merge from main
2 Years Ago
Modified the GetPercentFull fix from 72,345
2 Years Ago
Merge Main - Trainyard Update
2 Years Ago
subtracting async_loading - client crash investigation
2 Years Ago
merge from main
2 Years Ago
Update import settings for libsqlite3.so to include Linux
2 Years Ago
merge from main
2 Years Ago
Cache CUI Textures & destroy on disconnect
2 Years Ago
Merge from async_loading
2 Years Ago
Add global.asyncWarmup as a convar for client too Defaults to true but when set to false it will turn off running asset warmup in the background and will add it back to the loading screen using the old logic Will only fully work if set on the command line
2 Years Ago
merge from main
2 Years Ago
merge from async_loading
2 Years Ago
Don't use async asset loading when spawning world with preloadConcurrency set to 1
2 Years Ago
Change monument unloading threshold to 24GB of RAM Call UnloadUnusedAssets even if we don't unload monuments, just in case
2 Years Ago
Road tunnel lighting prefab.
2 Years Ago
Fixed typo when using ent_who on signs
2 Years Ago
Road tunnels dressing + lighting progress
2 Years Ago
All airfield lights controlled by switches will also turn on during the day to prevent confusion
2 Years Ago
Arctic base / Made exterior lights that are controlled by light switches also turn on during day time to prevent confusion
2 Years Ago
Maybe a better way of smoothing the line