reporust_rebootcancel

135,531 Commits over 4,474 Days - 1.26cph!

Today
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
Today
gibs and entity setup for stacked terminal blocker
Today
Fixed missing item ownership when buying the master key
Today
Fixed mesh not culling on last lod
Today
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
Today
Event updates on throw animation
Today
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
Today
launch site satellite office room progress
Merge from PlayerMaintainedMonuments/Heavy Fuse
Today
Merge from targeting_refactor
Update supermarket loot fridge with new freezer asset S2P supermarket
Today
Major refactor, moving shared/duplicated targeting data between client/server to a new CrashTargeting struct.
Today
Update: add visible count to occlusion debug output Tests: used it on craggy while tweaking extra lod steps
Yesterday
Remove some unused code
Yesterday
Merge from partials
Yesterday
Fix SSAO issues when swapping between pipelines
Yesterday
Missed file
Yesterday
Partial and comment passes for SatelliteCrash
Yesterday
Comment cleanup pass
Yesterday
SatelliteControlComputer
Yesterday
clearing up a room for satellite control inside the main office building
Yesterday
Merge: from main
Yesterday
Merge from apartment_complex_monument/reverb_distance_fixes
Yesterday
Fixed the issue with ambient light lod lights with light cookies breaking when using shadow caching
Yesterday
Merge: from renderbatch_meshlod_improv - Bugfix: opening doors should no longer cause them/others to disappear Tests: pasted many doors paste and opened door, flew back and to - all was in place
Yesterday
Bugfix: fix MeshLOD never unregistering from occlusion after animating - when batching gets toggled, notify batching handlers - MeshLOD will toggle culling on notif Tests: paste of many doors, opened couple doors and flew far/close - no more missing meshes
Yesterday
Merge from satellite_crash
Yesterday
Phrase merge fixes again
Yesterday
Merge from main
Yesterday
Merge from apartment_complex_monument
Yesterday
Move the screen UI to the control computer prefab, not dynamically spawned. Refactor code to use it.
Yesterday
merge from glowing_wallpapers - latest square images
Yesterday
updated square images
Yesterday
Reverb tweaks to accomodate ranged weapons
Yesterday
Updated media
Yesterday
Phrases
Yesterday
Merge from control console art
Yesterday
Codegen
Yesterday
Manifest, id fixes.
Yesterday
merge from storepage_glowingwallpaper
Yesterday
Added glowing wallpaper pack store page
Yesterday
Bunch of asset + folder cleanup, rename, organize.
Yesterday
Satellite prefab cleanup, remove placeholder art.
Yesterday
Merge from satellite_art
Yesterday
More ui
Yesterday
UI tweaks
Yesterday
LODs and COL for stacked terminals monument blocker
Yesterday
Bugfix(editor): add ResetStaticFields to OcclusionCulling - codegen Tests: spawned copypaste, restarted game in editor - print out doesn't mention lingering renderers
Yesterday
Updating alien costume cloth asset
Yesterday
Merge: from main