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124,143 Commits over 4,171 Days - 1.24cph!

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Reapply proto changes Only send delivery fee in network data, don't save to disk
12 Minutes Ago
Cherrypick CS 113029
18 Minutes Ago
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
20 Minutes Ago
Fixed warmup method not waiting before calling PostWarmupPage
35 Minutes Ago
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
42 Minutes Ago
merge from modding_max_hp -> main
43 Minutes Ago
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
1 Hour Ago
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
1 Hour Ago
merge from main -> modding_max_hp
1 Hour Ago
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
1 Hour Ago
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1 Hour Ago
Halloween Wallpaper - Final textures, WIP Icon placeholder
2 Hours Ago
Merge from main
2 Hours Ago
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
3 Hours Ago
Boat building station triggers setup. Cleanup.
3 Hours Ago
merge from fix_turret_interference_order -> main
3 Hours Ago
merge client_io_standalone_lines to naval_update
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from main
3 Hours Ago
Comment
3 Hours Ago
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
3 Hours Ago
Serialize list of interfering turrets during save so we can restore the same state after restart
3 Hours Ago
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
3 Hours Ago
Regenerate manifest
4 Hours Ago
Added a generic await WaitForWarmedUp method in UI_Page
4 Hours Ago
Fixed a tmp nre caused by UI_Page text caching
4 Hours Ago
Added comments in store warmup methods
4 Hours Ago
Anim updates for smg and l96
4 Hours Ago
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
4 Hours Ago
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
4 Hours Ago
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
4 Hours Ago
added some mannequin prefab variants for poses
4 Hours Ago
merge from workshop_colourpicker -> main
4 Hours Ago
fix compiler errors
4 Hours Ago
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
4 Hours Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
4 Hours Ago
Added optional blinking and scrolling features for emission on the standard shader
5 Hours Ago
Merge from main
5 Hours Ago
re added skeletonjail prefab
5 Hours Ago
security prison lod distances and bug fixes. hanging tarp collision fixes. skeletonjail lods and prefab
5 Hours Ago
placeholder halloween wallpaper skin assets
5 Hours Ago
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5 Hours Ago
fixed incorrect name on LNY25 wallpaper folder, renamed temp halloween wallpaper, and rebuilt skins list
5 Hours Ago
Casino barge prrefab
5 Hours Ago
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5 Hours Ago
Gesture menu now reliably waits for the store to be 100% warmed up before being initialised Pages cannot be warmed up twice when using the skip main menu warmup editor setting Refactored pages warmup
6 Hours Ago
Manifest
6 Hours Ago
Add ClientIOLineEditor to allow for creating lines without requiring an entity.