reporust_rebootcancel

124,391 Commits over 4,171 Days - 1.24cph!

Today
merge from naval_update/deep_sea
Today
meta_shift/loot -> meta_shift
Today
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
Today
sail model and textures
Today
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor
Today
Update: UI_StoreItemOverlayPage - store GUIDs of textures - Added utility to fetch GUIDs from already assigned textures and saving to disk Getting ready to switch to guid resource tracking instead of relying on unity to always load textures Tests: Loaded into bootstrap scene in editor and opened Abyss store page
Today
merge from naval_update
Today
merge from naval_update/floating_cities
Today
Merge from ai_scientist_iteration
Today
floating city 1 s2p
Today
Merge from naval_update
- Fix for third person attack hit not playing whilst crouching - Reload (unscrew cap) and chain pull sounds now play in third person - Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
PT_Boat -> naval_update
Today
Use unitask for async operations
Today
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
Today
- Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave. - Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
Today
Adding updated climb and sky diving anims
Today
moved HeightMap and TopologyMap query jobs to be deterministic
Today
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
Today
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Today
Added two new plywood dressing variants for improv walkway kit
Today
merge from naval_update/deep_sea/cargoship
Today
Vehicle whitelist for deep sea portals Added a debug convar to ignore the whitelist for testing purposes
Today
Added empty Edit/finish editing menu options to the steering wheel. Godegen.
Today
s2p bluecard monuments airfield powerplant trainyard watertreatment
Today
burst update 1.8.18 -> 1.8.25
Today
added additive judding layer for when the vm chainsaw is switched on and edited 3p attack idle animation
Today
- Added a scroll velocity for the emission mask. - Made the emission mask UVs separate from the emission UVs.
Today
Wheel placement rotation
Today
pump shotgun animation updates
Today
floating city 2 initial idea layout
Today
Steering whell placement prefab setup
Today
merge from landmarkinfo_revert
Today
Removed untranslatedName in LandmarkInfo, wasn't necessary
Yesterday
Cargoship merge fixes
Yesterday
merge from deep_sea
Yesterday
Clean codegen
Yesterday
merge from naval_update
Yesterday
ClientIOLineEditor server compile fix
Yesterday
Merge from parent
Yesterday
Codegen
Yesterday
merge from main (needs codegen)
Yesterday
Merge from parent
Yesterday
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
Yesterday
centered pivot of medical barge
Yesterday
merge from cargopath_map_smooth2
Yesterday
baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy