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142,928 Commits over 4,413 Days - 1.35cph!

3 Days Ago
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3 Days Ago
Kamikaze FPV Drone - Added gibs
3 Days Ago
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command) https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
3 Days Ago
updated lr300 sprint pose to anim loop
3 Days Ago
bone knife deploy animation update
3 Days Ago
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
3 Days Ago
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
3 Days Ago
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3 Days Ago
Update(tests): add a couple more edge case unit tests - torn nested string - single quotes nested - torn single quote nested - Added a whitespace to first nested string in all tests to validate trimming Tests: ran unit tests
3 Days Ago
Salvaged icepick anim update
3 Days Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
3 Days Ago
Ensure mountable is killed (again)
3 Days Ago
Add(tests): add StringExtensionTests Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB Tests: ran tests
3 Days Ago
illuminated pressure pad; - Lods created - Prefab updated
3 Days Ago
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Fixed transforms on playground assets and prefabbed up
3 Days Ago
Optim: fully remove function temporary Saves 1 alloc (63 allocs, 3.9KB) Tests: ran tests
3 Days Ago
Update(tests): add case or command with no args Tests: ran unit tests
3 Days Ago
Optim: don't recreate temporary klass and function substrings, fetch the full name at the end Saves 2 allocs (64 allocs, 4.2KB) Tests: ran tests
3 Days Ago
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
3 Days Ago
UZI Material changes
3 Days Ago
Optim: skip lowercasing command class and function names We rely on case-insensitivite comparator for map lookups - saves 2 allocs (66 allocs, 4.3KB) Tests: ran unit and perf tests
3 Days Ago
van test
3 Days Ago
UZI 9mm LOD0 and Textures
3 Days Ago
UZI 9mm LOD0 and Textures
3 Days Ago
Update(tests): also validate uppercase commands are resolved properly Tests: ran unit tests
3 Days Ago
illuminated pressure pad; - textures polished - icon updated - prefab updated illuminated buttons; - buttons now illuminate both when power is recieved and when sent. - prefabs updated for buttons https://files.facepunch.com/curtis/1b1511b1/15_23-41-FrivolousGrackle.mp4
3 Days Ago
Hatchet 3p anim updates
3 Days Ago
Molotov animation and holdtype updates
3 Days Ago
New(tests): add basic Facepunch.Console.CommandTests tests(3 unit, 1 perf) Need it before I start optimizing out allocs Tests: ran tests, they pass and show allocs (68 allocs, 4.4KB total for test string)
3 Days Ago
fixing some flow issues on the damaged side of the apt building
3 Days Ago
apartment_complex_1 s2p
3 Days Ago
Adding HLOD to apartment_complex_1 fixing some terrain topos, repainting a proper blend map for terrain
3 Days Ago
Industrial Torch first pass animations
3 Days Ago
resetting this silly dofexposer asset that saves with local tweaks to camera
3 Days Ago
removing decorative skull from flat medium as it throws errors
3 Days Ago
cleaning a bunch of missing references in the level and in project art prefabs
3 Days Ago
Fixing vagabond jacket skinning
3 Days Ago
Bugfix: ensure UseMutexPool feature switch catches all pool calls Now pools lazy-update their internal storage when toggling the feature switch - this makes sure calls are routed to the right pools Tests: played on craggy, slapped breakpoints into Take and made sure no calls were made to fallback/new pool when new/fallback mode was set
3 Days Ago
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
3 Days Ago
Fixng roadsign armour clipping with hoodie
3 Days Ago
cleared a prop from clipping in basement flat
3 Days Ago
Fixing swim wear skinning
3 Days Ago
Updating horse mask to fix clipping
3 Days Ago
Exposed chanceToFall variable
3 Days Ago
"Converted" supply drop selection to the radial menu. Replaced smoke signal colours for all variations: Default = Blue Green = Medical / Food Orange = Resources / Building Supplies Yellow = Weapons / Ammo / Tools Supply drops have been set up to accept different variations of their own loot pool, loot tables still to be added. https://files.facepunch.com/hog/1b1511b1/Unity_dSXb7JlnYE.mp4
3 Days Ago
overgrowth set dressing polish, hiding/pruning foliage where not needed
3 Days Ago
Revert added inventory UI, going to shift airdrop selection to radial menu instead.
4 Days Ago
Fixed gingerbread man corpses throwing errors