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143,511 Commits over 4,413 Days - 1.36cph!

5 Hours Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
5 Hours Ago
spelt targeting wrong
5 Hours Ago
wip avoid targetting safezones, player buildings, water, etc. prevent building at impact location.
5 Hours Ago
Added cart button to skin viewer fullscreen view
6 Hours Ago
Merge from industrial_dlc
6 Hours Ago
Add script for the chain on the industrial garage door to scroll with door opening/closing
6 Hours Ago
industrial large furnace - updated colliders, minor adjustments to the main mesh
6 Hours Ago
main -> PlayerRigUpdate2
Today
exported updated 3p M16a2 anims and positioned holster/backpack weapon positions
Today
supermarket freezer texture wip
Today
merge from main
Today
merge from autoturret_workshop
Today
fixed incorrect rotation on auto turret cover
Today
Merge from main
Today
removed meshcull scripts from newly added shadow proxies as it messes with them at runtime
Today
Merge from wb_comfort_range_upgrade
Today
Merge from main
Today
Strip the entity tags on autoturret_workshop so that automated tests don't try and include it via labels
Today
TestIOPrefabs now logs a warning if an IOEntity isn't found at specified path and skips it instead of NREing and breaking test list re-generation.
Today
Workbench range upgrade now also increases comfort upgrade range if installed. Added related convars.
Today
Merge from main
Today
Wrap PathList.CreateMesh() with a request class - preparing to generate and destroy the meshes when the rail segments are loaded by WorldGrid instead of generating all rail meshes at startup and keeping them in memory for the whole session - proxy the normal CreateMesh() method to use the "job" class internally (even though it runs on worker threads instead of the job system) - switched to the NativeArray mesh building methods instead of using MeshCache.Data for storage
Today
Removed some old hacks preventing chinese users to submit texts in chat or commands in the console
Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Today
Fix compile errors
Today
Fix compile errors + the Load() method not calling the correct "SetStaticFurnitureVisible() method for client vs server mode
Today
Lighting/FX industrial furnace.
Today
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Today
Industrial Torch - Updated textures (wip)
Today
Disable the HLOD mesh renderer by default so it doesn't show in scene view (can re-enable the component on HLOD_apartment_complex_1.prefab if needed)
Various tweaks to tshirt, tshirt/long and tank top to reduce clipping
Today
Fixed digital clock text material
Today
Switch basement elevator door in apartment wing to the rusty version (keeping the rest of the elevator doors looking normal)
Today
Create rusty version of apartment elevator door
Today
Fix TMP door decal not being disabled by default on apartment door C
Today
Update apartment elevator prefab with new lift prefab
Today
Make separate prefab for the elevator lift - swap the buttons to "+1, -1 floor" so they respond when the flags are changed by the radial menu floor selector
Today
merge from unity_6.3.15/keyboard_layouts_fix
Today
Detect keyboard layout changes at runtime and refresh registered buttons
Today
Switch apartment elevator doors from the rusty ones -> normal ones
Today
Radial menu functionally works, need better floor icons than "up" and "down" - or maybe we put a keypad in, we shall see
Today
Register button namse using the actual display name, so they're keyboard layouts aware
Today
merge from fix_industrial_efurnace_io_port
Today
fix pooling leak
Today
Improve comment
Today
Change the RPCs for elevator - reimplement old -1,+1, bottom, top with relative & absolute floor parameteters - implement new target floor with absolute floor parameter
Today
merge from fix_industrial_efurnace_io_port
Today
fix industrial electric stove ports, by making new io subent variant. changed the reskinning logic to work with new io subent (copied from computer station)
Merge from powerplant_powergrid
Merge from main