reporust_rebootcancel

124,444 Commits over 4,171 Days - 1.24cph!

Yesterday
merge from modding_drone_tax -> main
Yesterday
Reapply proto changes Only send delivery fee in network data, don't save to disk
Yesterday
Cherrypick CS 113029
Yesterday
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
Yesterday
Fixed warmup method not waiting before calling PostWarmupPage
Yesterday
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
Yesterday
merge from modding_max_hp -> main
Yesterday
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
Yesterday
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
Yesterday
merge from main -> modding_max_hp
Yesterday
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
Yesterday
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Yesterday
Halloween Wallpaper - Final textures, WIP Icon placeholder
Yesterday
Merge from main
Yesterday
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
Yesterday
Boat building station triggers setup. Cleanup.
Yesterday
merge from fix_turret_interference_order -> main
Yesterday
merge client_io_standalone_lines to naval_update
Yesterday
merge from naval_update
Yesterday
merge from main
Yesterday
Comment
Yesterday
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
Yesterday
Serialize list of interfering turrets during save so we can restore the same state after restart
Yesterday
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
Yesterday
Regenerate manifest
Yesterday
Added a generic await WaitForWarmedUp method in UI_Page
Yesterday
Fixed a tmp nre caused by UI_Page text caching
Yesterday
Added comments in store warmup methods
Yesterday
Anim updates for smg and l96
Yesterday
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
Yesterday
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
Yesterday
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
Yesterday
added some mannequin prefab variants for poses
2 Days Ago
merge from workshop_colourpicker -> main
2 Days Ago
fix compiler errors
2 Days Ago
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
2 Days Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
2 Days Ago
Added optional blinking and scrolling features for emission on the standard shader
2 Days Ago
Merge from main
2 Days Ago
re added skeletonjail prefab
2 Days Ago
security prison lod distances and bug fixes. hanging tarp collision fixes. skeletonjail lods and prefab
2 Days Ago
placeholder halloween wallpaper skin assets
2 Days Ago
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2 Days Ago
fixed incorrect name on LNY25 wallpaper folder, renamed temp halloween wallpaper, and rebuilt skins list
2 Days Ago
Casino barge prrefab
2 Days Ago
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2 Days Ago
Gesture menu now reliably waits for the store to be 100% warmed up before being initialised Pages cannot be warmed up twice when using the skip main menu warmup editor setting Refactored pages warmup
2 Days Ago
Manifest