reporust_rebootcancel

138,295 Commits over 4,505 Days - 1.28cph!

Today
Fixed a floating wire in power plant Powerplant S2P
Today
renamed folders to remove artist names from name conventions, reorganised to separate randomised rooms into own folder structure
Today
prevernt breaking down stone sculpture
Today
salting the SculptFormat data with the entity ID to avoid collision with default data
Today
Merge from main
Today
Renamed Halloween Garland to Halloween String Lights and reran Mani
Today
merge from storepage_aug26
Today
Bar game branding power of two
Today
Bar games store page media
Only allow breaking connections from powerlines if you have building auth over the entity at the other end of the connection
Today
merge from storepage_aug26 (stone sculpture page done)
Today
Video fix
Today
Updating uzi rig with new model and adding world model rig
Today
Gave sculptures bullet penetration again, but on the right branch
Today
merge from main
Today
Stone sculpture media video
Today
given bullet penetration to sculptures, takes 20% off the damage
Today
bar games pack square images, still waiting on thumbnail
Today
Merge from main
Yesterday
Merge from terrain_hole_mask_res_fix
Yesterday
Fix terrain hole mask with resolution scaling changes
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Fix splash-2 sound definition error S2P Dome
Yesterday
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
Rin
Yesterday
Merge from pooltable_dismount_kill_fix
Yesterday
Added some instructions to pool
Yesterday
FInal new darts ui fixes
Yesterday
Move "loading saves" from GameSetup -> EditorPref - fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load - stores in EditorPrefs per-scene - follows existing behavior: defaults to false unless enabled in the scene - adds toolbar button similar to the "Skip Domain Reload" button
Yesterday
Update default nexus endpoint
Yesterday
add dolly preview window in the dolly editor
Yesterday
Finally fixed the deployable netting sounding like chainlink fence when struck
Yesterday
workbench upgrade world models each workbench upgrade item has its own world model now instead of a burlap sack in some cases, i've created simplified versions of an upgrade so they visually make sense as a dropped item
Yesterday
Can connect wires to the new powerline IO even without building privilege
Yesterday
Add vertical scrolling to the timeline
Yesterday
set up events to hide flare when thrown in 3p
Yesterday
Disable being able to swap heavy fuses from the power plant fuseboxes. Get zapped for trying
Yesterday
elite, bradley and large wooden crate + variants now all have gibs. greatly improved the gibs on the basic crate and the visuals.
Yesterday
Merge: from mt_snapshot_saving - Bugfix for exception when saving ApartmentRooms in Jobs 4 mode Tests: rented a room in Jobs 4 mode, verified with debugger that code was hit and no exception produced
Yesterday
Bugfix: use transform handles when saving ApartmentRoom.GetDailyUpkeepCost in Jobs 4 mode Bypasses transform access which avoids tripping up on unity MT checks Tests: rented a room in Jobs 4 mode, had a breakpoint in the code - no exceptions
Yesterday
merge from main
Yesterday
merge from fix_reload_anim
Yesterday
scaled masterkey in source, now proper size and rotation. zero'd out the .worldmodel prefab.
Yesterday
merge from sculpt_admingui_fix
Yesterday
Merge: from main
Yesterday
Basic spline setup for new stations
Yesterday
Apply roll when switching from dolly view to editor
Yesterday
Fix dof not showing up hi-res screenshots.
Yesterday
Fix sandbox clone NRE
Yesterday
merge from unixtimestamp_boundary_fix
Yesterday
update from main