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110,525 Commits over 3,897 Days - 1.18cph!

1 Hour Ago
Fixed item store lumberjack prototype pickaxe name
4 Hours Ago
Added missing Model component to grenade.f1.entity (leading to missing skin in third person)
4 Hours Ago
merge from fix_dropbox_industrial_last_slot -> main
5 Hours Ago
Fix industrial conveyor not pulling from the last dropbox slot
5 Hours Ago
merge from indirect instancing
5 Hours Ago
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
5 Hours Ago
vending_stats_fixes_2 -> main
6 Hours Ago
- Ensure 'Sold' is translated on single feed entries - Ensure 'Purchased on' is translated on the tooltip popup - Rebuilt phrases
6 Hours Ago
Codegen
6 Hours Ago
Flipped drone accessibility and see stats (makes more sense to the eye)
6 Hours Ago
Update codegen exe (merged pooling -> optional field changes)
Further work on handling reload state with arrow persistence
Today
Fixed battering ram using the wrong head health values
Today
battering ram anim upodates
- Properly initiate fractional reload animation set - Sit for whole length of single reload animation
Fixed Single Reload Finish -> idle transfer
Fixed deploy -> idle time
- Managed to make it rotate without flipping the barrel mid way through - Major code cleanup: use set of angles instead of figuring them out on the fly
Today
merge from primitive
Today
Get out of ragdolling only when the body stopped moving +1s, with a 20s time fallback Delayed the catapulting death on impact by 1s so you can see the corpse hitting the ground instead of dying mid air
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations - Ensured anticlockwise works just like clockwise angles
Today
Fixed ragdolling killing you on impact on horses Fixed lethal ragdolling killing even with god mode enabled
Today
Merge from /indirect_instancing
Today
Fixed a bug in the graphics buffer damage tracking where damage regions could be shrunk if they were adjacent to another smaller region, causing corrupted building parts to be rendered.
Today
added ao map
Today
converted f1 grenade to use specgloss
Today
Battering ram scoop damage renderer
Today
Reduced blurring when using TAA
Today
Merge from black_bg_fix
Today
Disable TAA in TwitchDrops render scene to fix black BG in renders
Today
Merge from main
Today
Added jungle ruins stone floor textures
Today
Update protobuf codegen exe
Today
Battering ram folder cleanup
Today
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Today
made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
Today
Implemented new battering ram animations Changed the damage logic
Today
Merge: from mapuploader_retry_exc Fixes an exception when map uploading fails and it tries to incorrectly retry. Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
Today
Bugfix: Recache map uploading stream to avoid using a disposed one In the rare event that the first request was sent & failed, it would consume and dispose the stream linked to it, preventing us from using it in the next retry. Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
Today
Phrases update
Today
edited the minicrossbow vm rotation curve for the barrel on viewmodel prefab
Today
Setup new scientist animation system
Today
Cherrypick 99260 (make VectorData & Half3 IEquatable)
Today
merge from fix_battery_charge_left -> main
Today
Add `set_battery_charge` admin command to manually modify battery charge
Today
Fix battery showing "5m" of charge left instead of "24hr 5m" when >24hrs charge left
Today
Cherrypick latest skins
Today
super basic in-editor marching cube setup to make experimenting a bit easier
Today
Merge from qol_scope_zoom_toast -> main