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136,553 Commits over 4,324 Days - 1.32cph!

11 Days Ago
missing connection in tech tree, swapped some items around based on scrap cost
11 Days Ago
prefab setup (wip) for the uzi
11 Days Ago
Fix trailer having no wheel friction
11 Days Ago
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
11 Days Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
11 Days Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
11 Days Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
11 Days Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
11 Days Ago
Biome stuff backup
11 Days Ago
merge from main
11 Days Ago
use standard shadowmaps to prevent leaking
11 Days Ago
merge from main -> hackweek_trailers
11 Days Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
11 Days Ago
Add skins to source prefabs
11 Days Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
11 Days Ago
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11 Days Ago
Fixed some bugs with the default inputs and invoke method node
11 Days Ago
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
11 Days Ago
Added coiled model for the hose tool world model prefab
11 Days Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
11 Days Ago
Apartment complex b greybox update
11 Days Ago
Simplify prefab pre processing error (to get more info on this build issue)
11 Days Ago
When PrefabPreProcess fails on an object - attempt to dump its name Try and get the path in a try/catch block so it doesnt NRE and stop the build
11 Days Ago
Added copy/paste support
11 Days Ago
Additionally added coiled model for the wire tool world model prefab https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
11 Days Ago
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
11 Days Ago
Some minor tweaks to prevent it bouncing on the edges between colliders Not perfect but will do for the playtest
11 Days Ago
removed world model outline script that didnt work anyway
11 Days Ago
More player head seed work
11 Days Ago
Can use ball without tee remove a bunch of logs
11 Days Ago
Messy set of bug fixes so i can do one final check before builds
11 Days Ago
cobalt ball tint mask
11 Days Ago
Disable golf tee killing balls if you dont swing off the tee. Was causing
11 Days Ago
removed normal map from detail layer on golf balls
11 Days Ago
golf hole super rough textures
11 Days Ago
Added import/export buttons
11 Days Ago
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
11 Days Ago
Swapped interaction icons to something better than crosses everywhere
11 Days Ago
Add random golf ball colours
11 Days Ago
merge from main
11 Days Ago
Fix bug when trying to tee off from the golf tee
11 Days Ago
Created a new coiled world model for data cable when on the ground, updated prefab.
11 Days Ago
added in new rock golf ball
11 Days Ago
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
11 Days Ago
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
11 Days Ago
shortened plant prefab names
11 Days Ago
folder reorganisation vol1
12 Days Ago
Golfcart visuals
12 Days Ago
Recommitting name changes to minigolf deployables
12 Days Ago
- Swap terrain convar lodFactor with lodGlobalScale - GlobalScale effects cell counts between each LOD level - Add LOD cell extent sliders for each individual LOD level - Simplify instance offsets calc - Adjust culling for new terrain cell sizes