reporust_rebootcancel

134,872 Commits over 4,324 Days - 1.30cph!

12 Minutes Ago
Pool fix
13 Minutes Ago
centred floating_city_3 terrain properly, rebaked shore vectors
20 Minutes Ago
Merge from deepsea_closed_fail_missions
21 Minutes Ago
Small code fixes Rebuild phrases
22 Minutes Ago
50cal and cannon updates
24 Minutes Ago
Minor adjustments to walk around distance
29 Minutes Ago
- Show tooltip if you try to reload the turret whilst its full - Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
40 Minutes Ago
merge from main
45 Minutes Ago
Codegen and compile fixes
55 Minutes Ago
Merge from naval_update
57 Minutes Ago
Merge from main
58 Minutes Ago
apartments building facade, atrium and corridors progress
1 Hour Ago
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1 Hour Ago
merge from indirect_instancing
1 Hour Ago
Mark Indirect Instancing as DeveloperOnly
1 Hour Ago
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
2 Hours Ago
Fix new scientists killing players without wounding them first
2 Hours Ago
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
2 Hours Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
2 Hours Ago
Disabled tree minigame for palm_tree_tropical_short_e - too small
2 Hours Ago
Tweaked floating city 3 shore vector volumes S2P
2 Hours Ago
fixed native pixel data using wrong format, should've been half4 not just Color
3 Hours Ago
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
3 Hours Ago
paintball gun no longer researchable
3 Hours Ago
Cannonball textures from 5.3mb to 0.6mb.
3 Hours Ago
Minor deep sea code cleanup
3 Hours Ago
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data Fixes buoys disappearing after dying in the deep sea and respawning on the main land
3 Hours Ago
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
3 Hours Ago
Reserved flag fix (7 to 8 for flare)
3 Hours Ago
Fix occupied seats not working after a vehicle is copy pasted
3 Hours Ago
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
3 Hours Ago
Signal computer mesh read/write for col.
3 Hours Ago
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
4 Hours Ago
merge from main -> print_speed
4 Hours Ago
more work on rentable kiosk blockouts WIP
4 Hours Ago
turret_model_clipping_fix -> main
4 Hours Ago
- Fix player model clipping into turrets at certain angles - New set of movement curves
4 Hours Ago
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
5 Hours Ago
Fixed being able to cross to deep sea with submarines on board They didnt carry over but we now block entry with a toast, like for helicopters
5 Hours Ago
fixed paintball gun WB3 reqirement
5 Hours Ago
Fix scientists not able to go into large oilrig top floor rooms
5 Hours Ago
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
5 Hours Ago
Restored horse siege harness
5 Hours Ago
merge from LNY26
5 Hours Ago
Removed horse roadsign armor redirect (was set to itself by accident)
6 Hours Ago
basic non-UVd blockout for rentable kiosk C
Today
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Today
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
Today
merge from artistpack_storepage
Today
Fixed artist pack sprays showing as a skin of the reactive target in the store page