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110,897 Commits over 3,897 Days - 1.19cph!

1 Year Ago
manifest
1 Year Ago
elevator_office_lift.static prefab updated simple vertical elevator prefab
1 Year Ago
merge from hlod_rw
1 Year Ago
Added additional text to scattered paper texture
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
made a working elevator shaft based on underground tunnels for NMS
1 Year Ago
Added the new quarry deployable for previewing
1 Year Ago
terrain tweaks
1 Year Ago
fixed cliffs clashing with interior pieces offset on terrain anchors
1 Year Ago
Need to be standing to modify industrial filters
1 Year Ago
Fixed furnace power points not appearing reliably after a storage adaptor is attached Added another storage adaptor socket to the front of the electric furnace
1 Year Ago
Merge from main
1 Year Ago
Gun item gets physically added to the heli turret
1 Year Ago
Unsaved
1 Year Ago
Remove the non-jobs path for pipe generation
1 Year Ago
Merge from industrial/cache
1 Year Ago
Cleanup
1 Year Ago
Industrial budget is now an exposed convar (server.industrialFrameBudgetMs), was 0.25ms now defaults to 0.5ms Conveyors can now abort jobs halfway through if they go for too long, meaning dense industrial networks may move less items if too many containers are connected
1 Year Ago
Fixed CH47 heli sharing a reserved flag with BaseVehicle code
1 Year Ago
Cache the storage adaptor item container reference, in high density industrial networks the EntityRef getter that occurs here can take up half of the total time of the transfer
1 Year Ago
Merge Main -> Attack Helicopter
1 Year Ago
Cone tracing sun disk for direct light area shadows
1 Year Ago
Increased max stack size of a conveyor move to 60 (faster + splits nicer) Reworked container split amounts to work in a branch based system (eg. each splitter will divide the maximum output amount per move by 3, nested splitters will further divide this amount) Daisy chained output containers will now only be sent items if the preceding container in it's chain is full/could not accept item (eg. a conveyor outputting to a large box A which then outputs to another large box B, the B container will not receive items until A is full)
1 Year Ago
merge from main -> gameplay_metrics
1 Year Ago
Attack heli has turret storage interaction (for ammo and gun)
1 Year Ago
Added editor-only helicopter auto-hover, for testing passenger functions without a driver being necessary. Toggle while seated with Ctrl-H.
1 Year Ago
Merge from PTZSecurityCamera
1 Year Ago
Shoot from the camera pos when manually controlling an autoturret Add a placeholder crosshair to the computer station for autoturret aiming
1 Year Ago
Added bulletin boards to the scene Fixed some dressing
1 Year Ago
Fix manual controlled autoturret shooting at a future aim pos (server was lerping faster than client)
1 Year Ago
Allow deploying drone in places where building isn't allowed cause it's just a drone Fix fog not resetting immediately when exiting the computer station
1 Year Ago
Bulletin board props Added cork variant for PictureFrames texture
1 Year Ago
Reshuffled gbuffer layout to open room for std translucent and anisotropic materials
1 Year Ago
refactoring and test deployable
1 Year Ago
Increased maximum amount of containers that can be manipulated by a single conveyor to 64 (64 input + 64 output) Increased maximum depth of container connections to 64 Stress testing, numbers are WIP
1 Year Ago
Optimized transparency UV to sample albedo twice (w/ secondary dep read) only when necessary
1 Year Ago
mask splat painting
1 Year Ago
EACServer experiments / debugging (continued)
1 Year Ago
Cherry picked camera hook fix (cs78206)
1 Year Ago
NMS Procmap setup Terrain topologies and blendmap setup S2P
1 Year Ago
some refactor / cleanup and proto pooling
1 Year Ago
added damage masks for the Attack Heli's damaged state updated materials
1 Year Ago
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1 Year Ago
delete test script
1 Year Ago
cliffs and rocks dressing terrain adjustments
1 Year Ago
merge from main
1 Year Ago
merge from wooden_sign_deployment_fixes
1 Year Ago
sculpted terrain
1 Year Ago
EACServer experiments / debugging (continued)