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139,994 Commits over 4,383 Days - 1.33cph!

Just Now
io workbench visual point setup
4 Minutes Ago
industrial electric furnace - game model - updated prefabs - Added stand in textures - Setup IO on off states in prefab - Added off and glass material
5 Minutes Ago
Some setup on io.table.deployed
6 Minutes Ago
industrial electric furnace - rename material to on state
15 Minutes Ago
main -> vendingmachine_ui_refresh
29 Minutes Ago
server_browser_row_fix -> main
30 Minutes Ago
Fix server browser only showing 4 entries until you scroll or change the page
35 Minutes Ago
Removed example charms from accessory manager
43 Minutes Ago
Fixed broken materials in backpacks and parental advisory charms Re-cached viewmodel textures, fixing the NRE Resized backpack texture sizes
52 Minutes Ago
Prefabbed up Kiosk E parts. Kiosk E LODs, collision, prefab setup, plus shutter LODs and setup.
59 Minutes Ago
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1 Hour Ago
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
1 Hour Ago
Optim: ensure UniTask.TaskPool reliably caches items - copied from repo at 88737fb5 Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
1 Hour Ago
fixed draw distances on new static door prefabs and layer to world collisions for the apartment complex building
1 Hour Ago
merge mortar_prototype to main
1 Hour Ago
Regenerate protobuf serializers
1 Hour Ago
doubleconnect_eac_fix -> main
1 Hour Ago
Add extra guard rails to quick join so that spamming it wont connect multiple times to the same server. More changes to try and fix the EAC reconnect issue
1 Hour Ago
Fix animals not steering and scientists not facing target in unity nav mode
1 Hour Ago
Cleanup
1 Hour Ago
Merge from npc_gesture_heldentity_fix
1 Hour Ago
Fixed the issue with the near plane being incorrect for the spot light again, and fixed some issues with trying to get an instance from the render texture pool when there are none available
2 Hours Ago
merge from main
2 Hours Ago
Route regular server joins through the console command instead
2 Hours Ago
Bowless Crossbow - updated textures with new naming, added .skin file, updated prefabs
2 Hours Ago
bundle nuke prefabs - sometimes working? sometimes not?
2 Hours Ago
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3 Hours Ago
initial BC pass - revert per-prefab overrides on BC controller, all modifications done on base prefab - controller setup for low iteration count with low root motion strength
3 Hours Ago
merge from weapon_refresh_salvaged_cleaver
3 Hours Ago
Subtract 146134 to bring back the new cleaver Keep source on directory conflicts, viewmodel.prefab auto-merged, looks good
Rin
4 Hours Ago
merge from main
Rin
4 Hours Ago
merge from weapon_refresh_salvaged_cleaver
4 Hours Ago
Skin pass for ice armour vest and mask
Rin
5 Hours Ago
merge from cave_large_medium_ladder_fix
Rin
5 Hours Ago
merge from wire_pooling_fix
5 Hours Ago
Merge from workbench_ugprades
5 Hours Ago
Rentable Shop F - LODs, shutter LODs, collision, proper prefab setup
5 Hours Ago
Merge from main
5 Hours Ago
Adding unity install step for each pipeline
5 Hours Ago
codegen
5 Hours Ago
merge from main
5 Hours Ago
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
6 Hours Ago
Update: cleanup ClientVisibilityProvider when disconnecting from the server Tests: disconencted from local server
Today
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
Today
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
Today
Merge: from main