reporust_rebootcancel

138,344 Commits over 4,505 Days - 1.28cph!

Yesterday
renamed folders to remove artist names from name conventions, reorganised to separate randomised rooms into own folder structure
Yesterday
prevernt breaking down stone sculpture
Yesterday
salting the SculptFormat data with the entity ID to avoid collision with default data
Yesterday
Merge from main
Yesterday
Renamed Halloween Garland to Halloween String Lights and reran Mani
Yesterday
merge from storepage_aug26
Yesterday
Bar game branding power of two
Yesterday
Bar games store page media
Yesterday
Only allow breaking connections from powerlines if you have building auth over the entity at the other end of the connection
Yesterday
merge from storepage_aug26 (stone sculpture page done)
Yesterday
Video fix
Yesterday
Updating uzi rig with new model and adding world model rig
Yesterday
Gave sculptures bullet penetration again, but on the right branch
Yesterday
merge from main
Yesterday
Stone sculpture media video
Yesterday
given bullet penetration to sculptures, takes 20% off the damage
Yesterday
bar games pack square images, still waiting on thumbnail
Yesterday
Merge from main
Yesterday
Merge from terrain_hole_mask_res_fix
Yesterday
Fix terrain hole mask with resolution scaling changes
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Fix splash-2 sound definition error S2P Dome
Yesterday
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
Rin
Yesterday
Merge from pooltable_dismount_kill_fix
Yesterday
Added some instructions to pool
Yesterday
FInal new darts ui fixes
Yesterday
Move "loading saves" from GameSetup -> EditorPref - fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load - stores in EditorPrefs per-scene - follows existing behavior: defaults to false unless enabled in the scene - adds toolbar button similar to the "Skip Domain Reload" button
Yesterday
Update default nexus endpoint
Yesterday
add dolly preview window in the dolly editor
Yesterday
Finally fixed the deployable netting sounding like chainlink fence when struck
Yesterday
workbench upgrade world models each workbench upgrade item has its own world model now instead of a burlap sack in some cases, i've created simplified versions of an upgrade so they visually make sense as a dropped item
Yesterday
Can connect wires to the new powerline IO even without building privilege
Yesterday
Add vertical scrolling to the timeline
Yesterday
set up events to hide flare when thrown in 3p
Yesterday
Disable being able to swap heavy fuses from the power plant fuseboxes. Get zapped for trying
Yesterday
elite, bradley and large wooden crate + variants now all have gibs. greatly improved the gibs on the basic crate and the visuals.
2 Days Ago
Merge: from mt_snapshot_saving - Bugfix for exception when saving ApartmentRooms in Jobs 4 mode Tests: rented a room in Jobs 4 mode, verified with debugger that code was hit and no exception produced
2 Days Ago
Bugfix: use transform handles when saving ApartmentRoom.GetDailyUpkeepCost in Jobs 4 mode Bypasses transform access which avoids tripping up on unity MT checks Tests: rented a room in Jobs 4 mode, had a breakpoint in the code - no exceptions
2 Days Ago
merge from main
2 Days Ago
merge from fix_reload_anim
2 Days Ago
scaled masterkey in source, now proper size and rotation. zero'd out the .worldmodel prefab.
2 Days Ago
merge from sculpt_admingui_fix
2 Days Ago
Merge: from main
2 Days Ago
Basic spline setup for new stations
2 Days Ago
Apply roll when switching from dolly view to editor
2 Days Ago
Fix dof not showing up hi-res screenshots.
2 Days Ago
Fix sandbox clone NRE
2 Days Ago
merge from unixtimestamp_boundary_fix
2 Days Ago
update from main
2 Days Ago
Fix clan leaderboard never refreshing after it loads once