reporust_rebootcancel

138,981 Commits over 4,352 Days - 1.33cph!

Yesterday
Add additional logging for websocket connection
Yesterday
Bug fixes for checking visibility across different network group layers when they have different cell sizes
Yesterday
Buildfix(tests): all modes compile Tests: clicked through all modes
Yesterday
Clean(tests): rest of Assembly-CSharp-Editor.dll tests restructure Just gotta make sure all platforms build and check if unit tests pass Tests: none
Yesterday
▉▉▆▇▍▄ ▊▆▊██▆▊▆ ▉███
Yesterday
Audio file changes and added inventory sounds
Yesterday
merge from new_console-ui
Yesterday
▉▇▉▉▅ ▉▌▆▅▍█ ▅▌▅▋ ▍▋▍▉▄▍▆ ▆▋ ▍▄▋▇▊▇ ▍▅▌▄▍▅ ▋▋▍▉▌▋
Yesterday
Scene backup. Related light materials tweaks.
Yesterday
█▋▅▄▆▋▍ ▆▌▅▍ ▉▉▅▇
Yesterday
Merge from worldpositiongenerator_optimise_2
Yesterday
Rename timewarning sample name
Yesterday
Merge: from main
Yesterday
merge from new_console-ui
Yesterday
Console entries can have 8192 characters max
Yesterday
Merge: from useplayerupdatejobs3 - Bugfixes for dynamically enabling Jobs 3 mode Tests: unit tests + switched Jobs 2 -> 3 on Craggy in editor
Yesterday
Bugfix: ensure AntiHack states are properly expanded when going from Jobs 2 to Jobs 3 Tests: sanity test on craggy in editor, switched Jobs 2 to 3
Yesterday
generate icon
Yesterday
Clean: one more unnecessary playerCache passing Tests: compiles
Yesterday
merge from wakeaiz_tickrate_optim
Yesterday
further decrease wakeaiz tickrate and added jitter, we don't need to tick every fixed update for players entering such giant volumes
Yesterday
Bugfix: ensure SpeedhackStates and FlyhackStates have sufficient storage - remove playerCache propagation where we already pass a ReadOnlySpan Tests: ran unit tests
Yesterday
Merge from main
Yesterday
Cleanup stuff used for testing. Seems okay.
Yesterday
Handle missing LastGroundedPosition in cache add/removal
Yesterday
Replicated vars are shown as [SHARED] Rcon vars are now visible in editor as [RCON] Empty default values are hidden in the autocomplete as well Some refactoring/clean up so the command list and autocomplete share the same styling and visibility rules
Yesterday
Old fluors.
Yesterday
BC - handle null root chain entries and chains that have no nodes
Yesterday
merge from bc_null_chain_fix
Yesterday
merge from waterwheel_deployable
Yesterday
remove debugging ddraw, compiler issue
2 Days Ago
merge from waterwheel_deployable
2 Days Ago
Add condition to waterwheel item, retained when picked up
2 Days Ago
Fixed stalls when pasting something in the console input field. We now defer auto completion to the next frame, so all new characters added in a frame aren't tested (like the old console)
2 Days Ago
fix missing ! from refactor
2 Days Ago
merge from main
2 Days Ago
replaced single doors with double doors in apartment complex
2 Days Ago
Fixed Scrollbar OnBeginDrag and ClickRepeat not taking into account additional hitboxes, causing jitters depending on where you click Reconnected all scrollbars to their prefabs and tweaked the hitboxes
2 Days Ago
merge from main
2 Days Ago
manifest
2 Days Ago
4k armoured ladder hatch textures
2 Days Ago
Merge from Main
2 Days Ago
static double door prefab
2 Days Ago
easter grass store icon and square images
2 Days Ago
more wear on the spotlight
2 Days Ago
merge from new_console-ui
2 Days Ago
Codegen
2 Days Ago
merge from new_console-ui
2 Days Ago
Missed a file earlier when fixing the command list inputfield
2 Days Ago
Renamed editor auth level convar, to make sure it defaults to 3 in editor