reporust_rebootcancel

137,791 Commits over 4,474 Days - 1.28cph!

Fix having to re-rack a pool table to make the balls reappear
Today
merge from main -> masterkey
Today
Fixed loot satellite clan event
Today
Setup pool components on modular vehicles too
Today
master key sounds
Today
Setup pooling on all seats
Yesterday
Keep the dialog window open right up until you dismount Stop left/right doing anything whilst frozen on the table
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
Pool smaller vehicles
Yesterday
Waterpipes now avoid monuments when trying to place, by checking against 2x Bounds, so they won't be inside preventBuilding zones Increased spawning of waterpipes to compensate for no monument ones, made more consistent: 50+30dither -> 25+10dither Fix watercatcher flag conflict added convar that prints how many water catchers are registered to the WTP broadcaster "watertreatmentswitchbroadcast.get_num_listeners"
Yesterday
Poolable: siege weapons
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Add poolable component to kayak/bike/rowboat/horse
Yesterday
Merge from main
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from powergrid_demo_fix
Yesterday
Codegen, compile fix
Yesterday
Code audio changes for fuse audio state
Yesterday
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback Fix some issues with PowergridToggle component
Yesterday
merge from main
Yesterday
Merge from PlayerMaintainedMonuments/water_tank_spinner_audio
Yesterday
Finalized WTP conditional lighting & fx.
Yesterday
Fixed water tank sounds playing multiple times
Yesterday
merge from sculptures
Yesterday
Potted pool balls fall into the basket under the table and can be physically seen (resues the models used for normal game time)
Yesterday
juggled new tool icons a bit
Yesterday
merge from clipcurve
Yesterday
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
Yesterday
reset siege vehicles, train car, sub
Yesterday
Added new sounds to the fuse boxes :electric_plug:
Yesterday
WTP Conditional lighting WIP.
Yesterday
Reset snowmobile, tugboat, horse, rowboat, bike
Yesterday
Reset modular vehicles too
Yesterday
Reset state on vehicles
Yesterday
Powered variant of the generator & related files
Yesterday
Reset state on mountables and base/combat entities
Yesterday
cancel invokes on pool, restore go active states. (could probably subtract this later)
Yesterday
Added boundary validation to Facepunch.Math.Epoch.ToDateTime/FromDateTime Fixes an issue where setting wipetimer.wipeUnixTimestampOverride to an invalid value, causes all players to get kicked while server is spamming errors
Yesterday
Add initial poolcouts to vehicles
Yesterday
Audio code changes for water tank spinner and added new sounds :ocean:
Yesterday
Merge from PMM
Yesterday
Merge from PMM
Yesterday
Merge from satellite_crash
Yesterday
merge from PMM
Yesterday
Codegen
Yesterday
Satellite remains now check the satellite collider for salvage hits. Hide teh satellite model and collision when fully salvaged, keep the terrain. Runs on a flag so it remains correct across network vis. Add Model componet so bone ids get added.