reporust_rebootcancel

140,039 Commits over 4,505 Days - 1.30cph!

17 Days Ago
Fix laser beam jobs pointing at the origin
17 Days Ago
add unsafe scripting access scope
17 Days Ago
merge command palette back to main
17 Days Ago
notes, lives, basic input
17 Days Ago
push up editor
17 Days Ago
lower lanes, add notes
17 Days Ago
Implement connecting to nexus servers from the connect modal Automatically select the starter zone if there is only one choice Hide connect button until a starting zone is selected (if needed) Client-side nexus tag for easily identifying which servers are nexus clusters Fix zone list not hiding fully on the connect modal
17 Days Ago
Fix wrong transform used for zone list causing header to be destroyed
17 Days Ago
Add in the zone list and nexus map on the server connect screen
17 Days Ago
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
17 Days Ago
Drain pass optims
17 Days Ago
removed duplicate ligths from military tunnels scene 2 prefab
17 Days Ago
initial code testing, level data
17 Days Ago
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
17 Days Ago
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
17 Days Ago
syncvar_stale_inheritance_fix -> main
18 Days Ago
Evaluation pass optims, use buffers instead of pooling collections every tick
18 Days Ago
Progress on showing nexuses on the new menu, this time without the separate tab Fixed nexus player authentication that's been broken since moving the backend endpoint
18 Days Ago
Manifest
18 Days Ago
Swap around 20 classes over from RPC + Proto to SyncVars - Codegen
18 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
18 Days Ago
[hackweek] add possession mode to demoui2
18 Days Ago
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
18 Days Ago
exported the kitbashed mesh and made it an actual object with its own lods now. Updated prefab with the new geometry.
18 Days Ago
updated powerline cables LOD texture to accomodate new draping cables shape/form
18 Days Ago
Fix stale syncvar inheritance roots being kept around after each weave
18 Days Ago
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.
18 Days Ago
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
19 Days Ago
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
19 Days Ago
network_profiler_improvements_3 -> main
19 Days Ago
New network profiler UI
19 Days Ago
Rework packet capture to work via NetWrite rather than at all the packet send points
19 Days Ago
Remove old profiling data stuff
19 Days Ago
update from main
20 Days Ago
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
20 Days Ago
Additional events for fuel switch and water treatment wheel.
20 Days Ago
Don't fail server boot if world.cfg is an empty string
20 Days Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
20 Days Ago
orbit_cam_hold -> main
21 Days Ago
merge from main
21 Days Ago
Large crashed train station progress
22 Days Ago
Merge from nexus_fixes
22 Days Ago
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
22 Days Ago
wip scrap king textures
22 Days Ago
apply prefab to scene, S2P Gas Station
22 Days Ago
fix gas station better loot spawns not respawning after server restart
22 Days Ago
Water Treatment Plant Maintainables Rework (from helk feedback) - each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow - max pressure of the tank increased to 360, decay changed to 1/minute - water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure) - when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute - (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
22 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
22 Days Ago
wip scrap king building skin - initial setup, materials, textures, test blocks
22 Days Ago
Added cap world model (in case we decide to add it to the left hand)