reporust_rebootcancel

129,639 Commits over 4,232 Days - 1.28cph!

Yesterday
Bone armour repose/lods
Yesterday
Bugfix: jump addresses are now valid - Also added ability to show opcode bytes - ServerProfiler built from 95cd43f7 Was due to invalid use of library API (I should've RTFMd) Tests: viewed BasePlayer::ServerUpdateParallel
Yesterday
bake GUI physics on a job thread without blocking
Yesterday
Add ladders back to boat building station.
Yesterday
Added PlayerBoat.PowerdownOnNoPlayers servervar. Can disable auto engine/sail shutdown for testing/cinematics
Yesterday
basically functional SDF in-GUI sculpting
Yesterday
Improved the `fillwater` command - Now able to fill up deployed liquid container being looked at, in addition to items in the hotbar - Clears old contents before adding, so you don't get stuck with the wrong water - Able to fill up water bucket, provided its equipped - Added reply feedback + description, cleaned up the code
Yesterday
hooked up kick hazmat icon to skinnable
Yesterday
Merge from vehicle_large
Yesterday
merge from boat_building
Yesterday
Anchor deployment fix
Yesterday
turning tesselation all the way down on the ice block, not needed as badly with the new method
Yesterday
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
Yesterday
Remaining layer fixes
Yesterday
Server tab
Yesterday
Floor & triangle floor layer fixes
Yesterday
floor & triangle floor layer fixes
Yesterday
hackweek - halloween garland blockout and test atlas
Yesterday
Square and triangle hull layer fixes, entity list updates to boat building blocks.
Yesterday
Use a better way to toggle objects in motion. This fixes "stuck" objects and the initial state of doors but currently breaks everything else that is not a door.
Yesterday
Profile ScaleBySpeed.Update
Yesterday
Wrap WaterDynamics.UpdateWaterDynamics in profiling
Yesterday
Add wake displacement to every hull block, to check performance
Yesterday
Start trying to figure out how we're gonna do this... Add PlayerBoat.Effects partial. Setup client hierarchy, realm removed server-side.
Yesterday
hackweek arcade machine implemented line combination wins with visual light feedback
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Yesterday
Show on the item info panel if data can't be redeemed
Yesterday
Add data spawns to all of the loot spawners
Yesterday
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Yesterday
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
Yesterday
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
Yesterday
Add small and medium data items Insert a medium data item into a players corpse if killed by someone on the opposite clan
Yesterday
Clan scores
Yesterday
Boilerplate loot item and deposit entity
Yesterday
Rebase on /main
Yesterday
Virtual scrolled the item list
Yesterday
Fix NRE when in build priv zone
Yesterday
Initialise the game mode after the clan system is started in Bootstrap Switched team system over to clan system
Yesterday
Alow tech trees to declare their own name Fix position of snow jacket
Yesterday
Can favorite items Added All and Favourites tabs
Yesterday
3 materials for the 3 extra materials created
Yesterday
Cherrypick CS 107107 - Wind shader fix
Yesterday
3 more meta files
Yesterday
16k .meta files
Yesterday
Height fixaroos
Yesterday
Splat cleanup
Yesterday
hackweek arcade machine wip
Yesterday
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well