reporust_rebootcancel

135,492 Commits over 4,474 Days - 1.26cph!

2 Years Ago
Fix gameplay bulk events & lag spike events not using data object format Fix server_id missing from the CSV tables
2 Years Ago
Working on a sidecar with hinge joint and separate rigidbody
2 Years Ago
Merge from main
2 Years Ago
Auto-reopen the attack heli gunner UI after transferring between servers, if it was open before transferring Fix the gunner UI postfx overlay staying active for the gunner if the heli turns off while the gunner UI is open
2 Years Ago
Missing file
2 Years Ago
Better directionality
2 Years Ago
Add HV ammo & incendiary ammo to the mixing table - pistol ammo = GP + Metal - rifle ammo = +1 metal on right - hv ammo = +1 GP on left = incendiary ammo = +1 sulfur on right https://files.facepunch.com/jakerich/PF33K4pcvWYvmH2U/iy3xnFV864Zc4kau.png Also re-ordered the mixing table so all basic teas are shown grouped together
2 Years Ago
Fixed wires not being parented correctly to armored door hatches
2 Years Ago
Fix pooling warning message
2 Years Ago
Log lag spikes caused by RPCs & console commands - default threshold 40ms - add `command_lagspike_threshold` and `rpc_lagspike_threshold` commands to configure
2 Years Ago
Adjusted search light collider to make it easier to wire like before
2 Years Ago
Fixed manpad explosion vertex stream regression.
2 Years Ago
Freeze hot air balloons in the air while transfer protected so they don't fall into the ocean
2 Years Ago
Fixed MLRS air burst explosion streaks breaking with the new streak type.
2 Years Ago
proper setup on corrugated sheet kit
2 Years Ago
Fixed argument exceptions in dictionary
2 Years Ago
Move packets per type from JSON to seperate CSV
2 Years Ago
Added range info to the seismic sensor item information panel UI
2 Years Ago
Fixed broken Rowboat prefab
2 Years Ago
Removed rubbish
2 Years Ago
Fixed broken rowboat prefab
2 Years Ago
Setup map marker update on invokerepeating rather than FixedUpdate
2 Years Ago
Reset the ObjectWorkQueue before it early exits when no work is present Don't serialize queues that did zero work in a frame
2 Years Ago
master house interior progress
2 Years Ago
Implement ObjectWorkQueue profiling dumping to CSV Fix ObjectWorkQueue using full name instead of name of type Enable ObjectWorkQueue profiling by default
2 Years Ago
merge from wire_slacking
2 Years Ago
Add `runtime_profiling_interval` to allow the flush interval to be changed (default 60s)
2 Years Ago
Fix #CLIENT compilation errors
2 Years Ago
Updated Large Rubbish Skip Colliders Updated Large Rubbish Skip Textures and Materials
2 Years Ago
Merge main
2 Years Ago
handcuffs 3p setup - added initial anims, created override controller, set entity to use
2 Years Ago
Notify seismic sensor when flame turrets are destroyed
2 Years Ago
Tweaked various explosives seismic vibration levels
2 Years Ago
Fixed thrown easter eggs and halloween candies notifying seismic sensors (they're secretly grenades)
2 Years Ago
Notify seismic sensor on helicopter explosions (both players and AI owned)
2 Years Ago
Fixes
2 Years Ago
exported blunderbus viewmodel anims
2 Years Ago
Explosive ammo iteration
2 Years Ago
Merge from main
2 Years Ago
merge from clamp_screen_shake
2 Years Ago
Added dumb fire scientist state. AI Arena now applies spawn position forward directions to scientists when spawned. AI Arena spawning now only uses active spawn locations. Added Scientist.Arena.DumbFire prefab Added Scientist.Arena.DumbFire.AIDesign Added Scientist.Arena.DumbFire.Loadout Updatea AIArena spawn prefab list with new arena scientist. AIArena scene update.
2 Years Ago
merge from water_purifier_pickup
2 Years Ago
merge from hackweek_renderlod_collapse
2 Years Ago
merge from toggle_inputs_chat
2 Years Ago
merge from nexus
2 Years Ago
merge from launch_site_lod_culling_fixes
2 Years Ago
Ensure collapsed renderers can still register with occlusion culling
2 Years Ago
Server compile fix
2 Years Ago
Added client.clampScreenShake convar (defaults to on) Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
2 Years Ago
VM camera animations for M39, L96 and Bolt Rifle