reporust_rebootcancel

97,214 Commits over 3,653 Days - 1.11cph!

27 Minutes Ago
Prepare world item prefabs, updating the physic mat on all of them to the new one. The new physics mat is a specific one for dropped items, so if we want to edit it again, we'll be able to just edit the mat instead of every world item
1 Hour Ago
Merge from cargo_double_dock
1 Hour Ago
S2P bandit town
2 Hours Ago
merge from promote_leader_update
2 Hours Ago
merge from vms_missing_renderer_scripts
2 Hours Ago
merge from mission_improvements_may_24 (bandit_town.prefab kept source changes, will need another S2P)
2 Hours Ago
merge from junkpile_aizs
2 Hours Ago
merge from tree_serverside_movement
2 Hours Ago
merge from viewmodelrenderers
3 Hours Ago
Fixed misconfigured viewmodel renderers on: Cake Flashlight Beancan grenade Molotov cocktail Water bucket
4 Hours Ago
Fixed both flamethrowers not being correctly marked as using the viewmodel renderer Update FlameJet component so that it works in viewmodel renderers, just need to tick external update on the component and the parent EffectParent will handle updating it in the correct world space
4 Hours Ago
Fixed gmod toolgun beam not using the right viewmodel space
5 Hours Ago
Add legacy crane colliders (crane_tower_a_COL and crane_base_a_COL) from 60177 as new assets (junkyard_crane_base_a_COL and junkyard_crane_tower_a_COL) and apply them to the junkyard_crane_a asset
5 Hours Ago
Update hard-coded string ref to the old material
5 Hours Ago
Fixed promote button not working if player wasn't looking at the player they were promoting (now uses new promote_id convar)
5 Hours Ago
Reduced dropped item friction a small amount so they're not so absolutely set on never sliding. Using 0.9/0.95 instead of 1, and using Average instead of Maximum for friction. Bounce settings unchanged.
5 Hours Ago
Switched attack heli and minicopter from Continuous Dynamic to Continuous Speculative collision. Seems to behave better with dropped items (which also use speculative)
Today
Attack heli collider edit
Today
Impact cleanup
Today
Layout fixes
Today
Hide the bullet in the magazine if the player has one bullet loaded
Today
Final tweaks
Today
Conversation screen styling updates
Today
S2P bandit town, fixes missing misison marker Remove mission/vending icon resizing due to proximity and just make a new toggle for showing missions
Today
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Today
Disable temp fix in unity 2021 that got rid of UI pooling for lists >1000 elements
Today
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Today
Merged doorcontroller_mergefix into main
Today
Fixed NRE when clearing wire connections
Today
Automatically refresh clan data occcaisionally so the server doesn't send very old info if all that changed was the score Updated FP.Nexus to expose refresh method
Today
Prevent wall from being rotated when an explosive is attached to it (grenade, satchel, c4) https://files.facepunch.com/jakerich/LNQthAh9I0tju90N/u5THoZxmUFpVoSSX.mp4
Allow random move point usage as fallback
Today
Support old uncompressed tags alongside newer compressed tags
Today
player update. exported/set up 3p hmlmg weapon anim set
Fixed problem with monument crashing when there are no monuments in the map Increased danger zone size Flee positions have set height now
Today
Fix nexus.transfer command incorrectly transferrying the ferry with you if you're standing on it Fix transfer triggers near islands being able to transfer things parented to ferries Fix transferring entities with a parent set incorrectly including the parent entity in the transfer
Patched issue where heli could go and orbit a random zone far away for no reason
April 18th - Skins and scene changes
Pooling
Today
Tesla Coils and Igniters no longer take damage when picked up
Today
Merged doorcontroller_mergefix into main
Today
Merge from favorites_fixes
Today
Re-applied stone and wood gates changes
Today
compile fix
Today
merge from electricity_power_fixes/2/doorcontroller - this is merge hell, Flavien to reapply some changes post merge
Today
Fix storage adapters not able to be picked up when holding hammer
Way less liberal with the no go zone nearest edge calculation
Zone danger is now calculated with a concrete potential damage amount rather than the previous fixed amount for weakspot damage