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129,404 Commits over 4,232 Days - 1.27cph!

2 Months Ago
consolesystem restore
2 Months Ago
implement volumes that stencil out biome fog density in the density map
2 Months Ago
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
2 Months Ago
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
2 Months Ago
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2 Months Ago
Switch out outer reticle parts to lines, add convar and slider to change width and length
2 Months Ago
Casino progress / improved elevator shaft / still basic but already functioning
2 Months Ago
Volcano smoke
2 Months Ago
switch from using string path to GameObjectRef
2 Months Ago
Halved the texture tiling, given the volcano size.
2 Months Ago
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
2 Months Ago
Nerfed the initial instant damage because that's probably no fun. Still heavy dmg over time.
2 Months Ago
improvised walkway stairs 450x150 lods. floating city fender collision and mesh fixes. added skeletonjail mesh for fun. oil rig feet prefab variations. improvised walkway security tower mesh updated, quick collision too.
2 Months Ago
Movement friction tweak in lava.
2 Months Ago
LODs/COL/Prefab setup for all bridges Fixed collision issues in medical bay
2 Months Ago
Lava modding cubes
2 Months Ago
Some refactoring and fixes, the active entities list are now populated correctly after the server init
2 Months Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
2 Months Ago
update manifest for client testing projectiles
2 Months Ago
remove generic projectiles, disable first-person visuals for entity
2 Months Ago
Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
2 Months Ago
Optim: ServerOcclusion - split work in batches and process them serially This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge. Tests: generated and visualized
2 Months Ago
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
2 Months Ago
merge ghostship_timeouts fix to naval_update
2 Months Ago
Disable timeouts on ghost ships
2 Months Ago
Make ghost ship environment volumes dynamic
2 Months Ago
Set dressing on supplies barge
2 Months Ago
Regenerate ConsoleSystem.cs
2 Months Ago
Regenerate ConsoleSystem.cs
2 Months Ago
Make the reticle a prefab since its used in two places now Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)
2 Months Ago
crossbow anim update
2 Months Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
2 Months Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
2 Months Ago
re-enable collision with dropped items after short timeout
2 Months Ago
merge from main
2 Months Ago
added foliage displacement to the drone because I kept losing them
2 Months Ago
Merge other fixes from /indirect_instancing
2 Months Ago
Rebase on /main
2 Months Ago
Merge build fix from /indirect_instancing_fixes
2 Months Ago
Restore constant that I removed because I was an idiot.
2 Months Ago
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2 Months Ago
Casino progress Medical barge fixes Fixed broken collider in corrugated_sheet_1x2_c prefab Created no-seaweed lobster trap prefab Slight progress on improvised walkways LODs
2 Months Ago
updated the chainsaw PORC (player override controller)
2 Months Ago
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2 Months Ago
merge from naval_update
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
Merge from /indirect_instancing_fixes
2 Months Ago
Rebase on /main
2 Months Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
2 Months Ago
updated 3p chainsaw anims with correct idle head position