reporust_rebootcancel

144,591 Commits over 4,444 Days - 1.36cph!

23 Days Ago
added collision for the corridor
23 Days Ago
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default Button and counter evaluators
23 Days Ago
Added image pixels per unit multiplier (so modders can modify slice scaling)
23 Days Ago
Add train control to the timeline
23 Days Ago
Added UnityEngine.UI.Mask component support to CUI
23 Days Ago
Initial test
23 Days Ago
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
23 Days Ago
main -> game_room_dlc
23 Days Ago
Added baked config at register time Batteries are data based
23 Days Ago
Possible NRE fix
23 Days Ago
Pool table deployable
23 Days Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
23 Days Ago
merge from mortar_prototype
23 Days Ago
Fix mortar animation handles not getting disposed of properly in demos
23 Days Ago
Splitter evaluator
23 Days Ago
blockout playground models from yesterday
23 Days Ago
some visual tweaks to bench_b
23 Days Ago
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
23 Days Ago
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
23 Days Ago
Full rebuild param handling from Jenkins end
23 Days Ago
Fixed charm picker not working when skins_access was set to 1
23 Days Ago
Merge from shot_dub_fixes
23 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
23 Days Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
23 Days Ago
Fix hole Remove with swapback for transform instance data
23 Days Ago
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
23 Days Ago
Fixed wrong item id on ballistic vest
23 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
23 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
23 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
23 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
23 Days Ago
fix player_model changes stomped in merge
23 Days Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
23 Days Ago
Memory cell evaluator
23 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
23 Days Ago
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23 Days Ago
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23 Days Ago
Evaluator refactoring
23 Days Ago
Some tooltips
23 Days Ago
Merge from auto_particle_cinematics
23 Days Ago
Compile fix
23 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
23 Days Ago
Branch and blocker evaluators Some cleanup and fixes
23 Days Ago
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23 Days Ago
merge from main
23 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
23 Days Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4