reporust_rebootcancel

138,161 Commits over 4,505 Days - 1.28cph!

Change door in new power plant loot room to use new colourless security door Update the loot in the room
Today
merge from sculptures
Today
small optim for better cache friendliness
Today
merge from aiming_module_rename
Today
Rename aiming module name + desc
Today
LODs and gibs for Halloween Wreath
Add soem softness to the corner movements
Merge from PlayerMaintainedMonuments
Today
merge from main
Today
Make Rust/Standard SRP-Batcher compatible
Ensure mouse movement cant move faster than A/D movement
Today
Stone sculpture store page wip
Today
added bobber.worldmodel fishing tackle now references proper worldmodel instead of burlap sack
Fix pooltable playable NRE
Today
netting now has a proper world model and lods.
Today
Bar ganes pack store page wip
Today
Merge from main
Today
removed told prefab
Today
added a small tunnel section, did some cleanup of files, replaced old small tunnels with new ones
Today
Remove _RRP multi_compile keyword
Today
Re-add _UsingRRP dynamic branch
Today
Merge from foliage_displacement_alloc_fix
Today
Remove alloc from foliagedisplacement
Today
bandages now drop correct bandage model that closely resembles icon.
Today
merge from main
Today
merge from spray_sorting
Today
Post merge fixes: Re-add pad button translation Fix gamepad menu cursor
Today
fixed leaking emissive on mini fridge for gibs. created gib material for minifridge but disabled emissive and ao now looks like lights turn off when mini fridge is destroyed instead of staying on.
Today
Merge from main
Today
Merge from main
Today
auto turret now has only 1 LOD component instead of 3. original autoturret had 3 lod components, each with separate culling distances making it slightly more tricky to fix the industrial auto turret culling range (which only has one LOD component) they both now cull at the same distance.
Today
Merge from satellite_crash
Today
Add token for Satellite Crash death PrefabInformation.
Today
merge from main
Today
Add checkbox to spawn a hand model at runtime on BaseViewModel Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory The hand mesh itself is pooled, didn't seem to make a huge performance difference Deleted hand model from building planner viewmodel as a test case
Today
Merge from apartment_terminal_postfx_fix
Today
Fix post effects error with apartment terminal prefab
Today
Switch from signal triggering 3p key animation to flag based approach
Today
merge from fix_json_registration -> main
Today
merge from masterkey -> main
Today
Update phrases
Today
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
Today
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore - resets the next time they open the door
Today
Fix VolumetricLightBeam on RRP
Today
Fix break in menu option showing (and holding key up to door) while a break-in was active
Today
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Today
Don't hold key up to door when looking at unoccupied apartments
Today
Update animation controller
Today
Upgrade the master key entity from Keycard -> MasterKey - allows us to raise the key towards the lock when the player is looking at the door - show "Insert Key" and detect if the key location on the viewport (0.5,0.3) is looking at the lock, not the center of their screen
Today
Update clan.info command to accept steamIDs in addition to clanIDs