reporust_rebootcancel

155,218 Commits over 4,536 Days - 1.43cph!

48 Days Ago
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49 Days Ago
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
49 Days Ago
Additional events for fuel switch and water treatment wheel.
49 Days Ago
Don't fail server boot if world.cfg is an empty string
49 Days Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
49 Days Ago
49 Days Ago
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49 Days Ago
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49 Days Ago
orbit_cam_hold -> main
50 Days Ago
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50 Days Ago
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50 Days Ago
merge from main
50 Days Ago
Large crashed train station progress
50 Days Ago
Merge from nexus_fixes
50 Days Ago
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
51 Days Ago
wip scrap king textures
51 Days Ago
apply prefab to scene, S2P Gas Station
51 Days Ago
fix gas station better loot spawns not respawning after server restart
51 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
51 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
51 Days Ago
wip scrap king building skin - initial setup, materials, textures, test blocks
51 Days Ago
Added cap world model (in case we decide to add it to the left hand)
51 Days Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
51 Days Ago
removed animator from .weapon prefab
51 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
51 Days Ago
latest glass ar admire anim exported
51 Days Ago
updated events so flare appears more realistically back in hand in 3p
51 Days Ago
puzzle setup, placed doors, started splitting up stations into rooms
51 Days Ago
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51 Days Ago
Fixed glitch
51 Days Ago
fix ADS jitter with the shield on your back
51 Days Ago
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51 Days Ago
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
51 Days Ago
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51 Days Ago
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
51 Days Ago
- added jellyfish test assets
51 Days Ago
Small room i lookdeving
51 Days Ago
Debug overlay
51 Days Ago
- added seagull asset for testing
51 Days Ago
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name
51 Days Ago
Added names for all CommandBufferDesc instances
51 Days Ago
removed unused random rooms (broken links), added doors and puzzles to medium and small stations
51 Days Ago
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51 Days Ago
Use a NativeArray for lightShadowData
51 Days Ago
- added frog store asset for testing.
51 Days Ago
Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors
51 Days Ago
Add two PoolAnalyzerGetWrapper
51 Days Ago
Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.
51 Days Ago
Fix swing seats marking attackers hostile
51 Days Ago
Made anim effect test a bit stricter, found 8 more cases that would warn ingame Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored All tests pass