reporust_rebootcancel

138,334 Commits over 4,505 Days - 1.28cph!

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
2 Days Ago
Fix reload animations not working on remote players
2 Days Ago
Fix some incorrect pooling in RentableShop and DeepSeaManager
2 Days Ago
Fix alt looking while breaking in sometimes cancelling the break-in progress bar
2 Days Ago
fixed snapping in 3p hatchet aiming anim
2 Days Ago
- worldmodel, static and projectile prefabs now updated with new model - override controller updated to use throw anim - removed old model from .weapon prefab - removed erroneous worldmodel prefab
2 Days Ago
fix stupid auto inserted using
2 Days Ago
merge from main
2 Days Ago
merge from hackweek_parented_ddraw
2 Days Ago
Updated DDrawCommand wrapper to include the new optional entityId and identifier arguments
2 Days Ago
- fix broken deferred decal culling (cull distance was being scaled up by integer object quality value rather than percentage, so cull distance became way too far for any culling to happen) - avoid redundant localToWorld calculation in the same frame for each deferred decal