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

1 Year Ago
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
1 Year Ago
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
1 Year Ago
Compile fix
1 Year Ago
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
1 Year Ago
Adding profiler samples to BaseNetwork.EnqueueWrite
1 Year Ago
Adding protect and unprotect locks to EACServer (debugging / testing)
1 Year Ago
Fixed water catchers not filling up with water if the attached destination liquid container is full
1 Year Ago
Merge from main
1 Year Ago
Disabled the shaking on the crafter while it's on Added a red flash to the crafter if it's output storage is full
1 Year Ago
Adjust attack heli damage levels
1 Year Ago
Revert the new early-exit system in ParticleSystemContainer. Didn't work if the Play/Stop was called too early, resulting in it needing to be called again (but early exit prevented it).
1 Year Ago
Hooked up attack heli damage FX
1 Year Ago
Added 3 more blueprint slots to the industrial crafter All 4 bp slots can be accessed via the bp in/out industrial ports Crafter can only make one item at a time, will attempt to make the items in sequence left-right
1 Year Ago
Adjusted attack heli thrust physics. Feel more like attack heli, less like attack brick
1 Year Ago
Create the attack heli UI on the client at runtime, instead of removing it from the server side at runtime. Allows for the UI components that have RequireComponent dependencies to each other, which were preventing removal on the server
1 Year Ago
Show attack heli gibs as fully damaged
1 Year Ago
Merge from industrial/inverse
1 Year Ago
Set up damage textures for the attack heli
1 Year Ago
Refactored conveyor filter variables: Added a new field called Buffer that acts like the old Minimum system (transfer blocks of X items) Minimum field will now transfer everything over the given value in the input container (eg. a minimum of 10 wood will transfer all wood until there is 10 left and then stop) In a case where the Buffer and Minimum fields are both used, you will need the combination of both values to start a transfer (eg. a minimum of 10 and a buffer of 15 will need 25 before trhe transfer will begin)
1 Year Ago
Merge Main -> Attack Helicopter
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Turning on "Require All" filter mode now disables the min/max filter fields Bug fixes
1 Year Ago
- Fixed card games trying to get the card image in some cases where they should have been able to early exit - Fixed Blackjack swap between main and split hand showing an animation as if the cards were being turned over from face down
1 Year Ago
Merge from industrial
1 Year Ago
Merge from main
1 Year Ago
Blackjack: Fixed doubling down while playing the second hand after splitting adding the new bet to the wrong hand
1 Year Ago
Final version with a bunch of new stuff
1 Year Ago
fixed spawn point
1 Year Ago
Added the new quarry deployable for previewing
1 Year Ago
Breadboard saves connections from breadboard input to components
1 Year Ago
entity positional updates
1 Year Ago
Merge from main
1 Year Ago
More granular locking Added warning when main thread is stalling (waiting for write thread)
1 Year Ago
When kicking / disconnecting a connection, make sure the decrypt thread isn't currently using it
1 Year Ago
Fix compile after merge Run codegen
1 Year Ago
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1 Year Ago
Merge from rc_drone
1 Year Ago
Significantly reduce the movement leaning for deployed drone
1 Year Ago
custom map world stack exception, allow arid rock formation into lake topology
1 Year Ago
Added extra volcanic biome to a branch of the island to serve as pyroclastic flow/arid biome for arid monument to spawn elsewhere than the crater. Also prevented unwanted spawns inside crater by marking it as 'Lake'
1 Year Ago
lava lake model/material and flow map
1 Year Ago
adding diogo's standard flow shader <3
1 Year Ago
Faster placement test
1 Year Ago
Some initial work re opening the skin viewer from the in-game crafting screen. This needs the planned change from second camera to rendertexture to start fully working.
1 Year Ago
Remove SkinViewer scene from build list (we'll just use the prefab)
1 Year Ago
Integrated every class that derives from LodComponent to use new FastLOD system
1 Year Ago
Increase inputs & outputs on breadboard from 5 -> 10
1 Year Ago
Initial work on an ECS based LOD system Currently only supports RendererLOD components Adds support for adjusting LOD bounds while aiming down a scope to ensure higher quality visuals when zoomed in
1 Year Ago
Partial fix for clothing loading issues
1 Year Ago
Get skinviewer skin loading working in listen server mode