reporust_rebootcancel

94,108 Commits over 3,593 Days - 1.09cph!

Today
Fixed not being able to reconnect to a server mid tutorial after being disconnected
Today
Remove unused feature
Today
Merge from main -> full_server_demos
Yesterday
Additional walkway staircase meshes Brick variant prefabs of industrial buildings a and b Harbor 1 dressing progress
Yesterday
Try catch all parts of demo thread (incase of error on startup) Try to create demo directory in multiple places (incase it gets deleted or changed by users) (this will also kick off a new build)
Yesterday
Ye ole plugin switcheroo
Yesterday
Restored _vertex _fragment, and some _local, suffixes to save a few variants
Yesterday
Final fixes
Yesterday
resized textures
Yesterday
military flamethrower LODs -basic prefab setup -LODbake textures and materials
Yesterday
player update. exported/set up flashlight anims, updated its flashlight entity and override controller.
Yesterday
Added tree.simplified_collider server convar to toggle simplified server side tree colliders
Yesterday
Fixed commits being missing after merging
Yesterday
network++
Yesterday
merge from full_server_demos
Yesterday
New merge attempt
Yesterday
Fixed ElevatorStatic not checking if entities have been destroyed before adding them to floorPositions
Yesterday
Don't record raknet packets used to establish a connection
Yesterday
Compile fix
Yesterday
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Yesterday
Particle Layer now dynamic on all shaders that use it; now toggable via material property block
Yesterday
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Yesterday
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Yesterday
Fixed devLocalCoord shader missing transparent/forward passes, optimized variants and updated modding materials
Yesterday
Checked in main
Yesterday
Removed some useless logs
Yesterday
player update. edited holster position for binoculars
Yesterday
merge from gnb_fix_mirror_fixes
Yesterday
merge from qol_pickafriend_color
Yesterday
merge from fix_pipe_tool_reconnect
Yesterday
merge from microphone_powerusage_fix
Yesterday
new version of military flame thrower viewmodel fbx - mesh to setup and get started with anims - textures not final - no world models yet
Yesterday
final alignment to the structure to match welds moonpool and beams detailed greybox
Yesterday
Metal roof textures Update
Yesterday
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Yesterday
merged from keycard_color_fix
Yesterday
merge from wounded_map_fix
Yesterday
merged from workshoplightfix
Yesterday
merge from map_entity_load_fix
Yesterday
Add a NavMeshObstacle for the Bradley that gets toggled with deployed status.
Yesterday
Added an AIInformationZone to Bradley. Added move/cover AI data points. Toggle the AIInformationZone on/off with deployed status. Assign the AIZ as a virtual AIZ to Scientists when spawning them.
Yesterday
Merge from main
Yesterday
Moved NPC position a little lower to avoid floating
Yesterday
Tutorial NPC now looks at player when they are in range
Yesterday
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Yesterday
Allow for custom camera far clip distance as well. Reduce to 0.5m for roadsign gloves, to not show the rear glove.
Yesterday
Allow custom pivot points for items in the skin viewer, to override the automatic pivot on a case-by-case basis. Set custom pivot point for roadsign gloves.
Yesterday
Merge from tutorial_island
Yesterday
Set up skin scripts properly for things like roadsign gloves
Yesterday
WIP NPC "angry exit" controller state