reporust_rebootcancel

139,529 Commits over 4,383 Days - 1.33cph!

Today
Merge from terrain_renderer (culling ConVar)
Today
Merge from main
Today
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Today
Merge from main
Today
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
Today
Make terrain culling ConVar accessible
Today
Merge from main
Today
Disable VM broadcast option Route vm admin to a control panel
Today
Can now paint the sign while interacting with the rentable shop
Today
Merge from main
Today
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
Today
Change contact image render to WaitForEndOfFrame coroutine
Today
Make apartment entity class partial for codegen
Today
update apartment_complex_monument/prototype
Today
merge from main -> apartment_complex_monument
Today
Remove logging because it's annoying even if it's editor only when it prints out 100+ items, instead opt for a command `printitemtax`
Today
Made logging editor only
Today
.meta files
Today
Add purchase price for apartments (placeholder values)
Today
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
Today
Apply tax to hqm & sulfur
Today
Add code to support taxing the items inside apartment rooms - only need to configure tax on base items like HQM and sulfur - it will calculate the amount of sulfur + HQM inside crafted items based on the ingredients and apply the respective tax to each derived item - example: sulfur = 30 scrap / stack, gunpowder = 60 scrap / stack & rockets = 117 scrap / stack - can override the tax for a crafted item if needed
Yesterday
Moved neon signs into generic props folder. Started first pass of texturing + material setup. Proper art for "open" neon sign. Rest is WIP.
Yesterday
Sort network cell tile offsets so the closer ones queue up to be networked first
Yesterday
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
Yesterday
Swap the apartment rooms from static prefabs to entities
Yesterday
Add new entities to manifest
Yesterday
Add prefabs for entity versions of apartment rooms - small, medium, large Add entity for apartment building controller
Yesterday
Add code for apartment rooms and the apartment building controller
Yesterday
Merge from terrain_lower_fixes
Yesterday
Bake before loweing terrain in holes (commented out for now due to a bug)
Yesterday
Military tunnel s2p for updated terrain lowering
Yesterday
Launch site s2p for updated terrain lowering
Yesterday
Merge: from main
Yesterday
Don't lower terrain on the edges of holes Fix terrain lower OOB when alpha map resolution doesn't match heightmap resolution
Yesterday
Update: add Pause/Resume to ScopeRecorder and SlowScopeRecorder Tests: tried them in throw-away code, works but exported result looks wonky and needs more work
Yesterday
Update: ServerProfiler - add ability to pause & resume active recorders - added couple unit tests - release binaries built from 61cba2fc Tests: ran unit tests
Yesterday
Increasing build step timeout by 5 minutes to allow FPBuild to handle zombie process properly
Yesterday
Add apartment complex to Scene top context menu
Yesterday
Update scientist for new navmesh
Yesterday
Bugfix: Simplify RecordContext memory management in ServerProfiler.Core - release binaries built from 39f0cfa4 Worst bug was that 2 threads sharing one recording buffer Tests: recorded a bunch of test coroutines (2 frames worth each) via RecordScope, then ran a perfsnapshot for 10 frames - no issues.
Yesterday
update apartment_complex_monument/prototype
Yesterday
Assign new model prefab to reinforced item Hooked up reinforced model positionining.
Yesterday
server_browser_improvements -> main
Yesterday
Server browser favourites are now optionally put to the top. Users can enable/disable it in filters. This option is saved between sessions
Yesterday
added gibs for all the reinforced tiers and updated reinforced prefabs
Yesterday
Fix the red build block visual preview not showing the smaller zones at the harbors as well as only showing one of the two zones at abandoned cabins Fixed by manually adding the preview prefab to those volumes, S2P both harbors and swamp_c
Yesterday
Merge from main
Yesterday
Forgot to include it in the usage help string -.-