reporust_rebootcancel

157,632 Commits over 4,566 Days - 1.44cph!

31 Minutes Ago
Merge from lighthouse_deep_sea
32 Minutes Ago
Fix mortar's snapping after a shot instead of playing the firing animation
31 Minutes Ago
merge from mortar_firing_fix
33 Minutes Ago
Hide movement speed modifier in the boosts UI in the inventory screen, was showing when leading animals or pulling siege weapons
33 Minutes Ago
merge from leading_boostui_fix
40 Minutes Ago
Revert my temp proc map changes
40 Minutes Ago
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42 Minutes Ago
Merge From Main
45 Minutes Ago
Merge from main
50 Minutes Ago
Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
51 Minutes Ago
Gamepad map zooming now centers around the crosshair
57 Minutes Ago
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57 Minutes Ago
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1 Hour Ago
- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings - Let clients drop the extra delay if the setting is off on the server
1 Hour Ago
dpad inventory behaviour improvements
1 Hour Ago
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
1 Hour Ago
merge from parentedwires_fix
1 Hour Ago
merge from main
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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1 Hour Ago
merge from spine_fixes
1 Hour Ago
Fix crawling head IK being croooked. Fix spine IK not rotating fully when using held items (HasHoldTypeAnimations vs HasHeldItemAnimations)
1 Hour Ago
merge from main
1 Hour Ago
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2 Hours Ago
Merge from main
2 Hours Ago
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3 Hours Ago
adding war hammer blockout mesh
3 Hours Ago
Small 3x3 randomised rooms added (still WIP)
3 Hours Ago
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player. Uses cell coordinates Doesnt affect players. Needs more work to stop affecting gameplay with animals etc. Initial experiments show a 75% decrease in entity position network traffic at high distances 50% reduction in entity position updates at medium distances
4 Hours Ago
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4 Hours Ago
Merge from render_pipeline_testing
4 Hours Ago
Added support for lens distortion and added cinematic volume profiles
4 Hours Ago
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
4 Hours Ago
updated g3a3 blockout mesh with a rail system for mounting attachments
4 Hours Ago
added katar blockout mesh
4 Hours Ago
blur/bump taps lod out, reducing texture reads when not needed
5 Hours Ago
seagull rig and anims exported
5 Hours Ago
merge from prefab_hierarchy_flattening
5 Hours Ago
Added missing AmbientLightLOD to NVG scientist lights
5 Hours Ago
merge from pool_review2
5 Hours Ago
Bumped the amount of gun firing effects we warm up
5 Hours Ago
Metal embrasure warmed up amount set to 25
6 Hours Ago
Puzzle reset objects keeps parent instead of descendants, thats what it depends on
6 Hours Ago
Train track splines keep descendants, fixes tunnel lights not working
6 Hours Ago
DungeonBaseLink keeps descendants, fixes error when generating underwater labs
6 Hours Ago
Socket flattening fixes Socket_Base keeps its descendants, Socket_Specific_Female keeps its parent, SocketMod_Inside uses world position / rotation instead of local
6 Hours Ago
merge from main
Today
Merge from main