reporust_rebootcancel

123,974 Commits over 4,171 Days - 1.24cph!

2 Months Ago
Gesture menu progress
2 Months Ago
Restored store cart button
2 Months Ago
Small fixes and tweaks
2 Months Ago
Restored F1 item menu
2 Months Ago
Subtract 124976
2 Months Ago
Subtract 124978
2 Months Ago
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2 Months Ago
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2 Months Ago
revert_metabolism -> main
2 Months Ago
Properly revert
2 Months Ago
compile error
2 Months Ago
revert_metabolism -> main
2 Months Ago
Revert 123078
2 Months Ago
Baseline
2 Months Ago
Fixed workshop scene using jungle color grading if the camera is in a particular spot
2 Months Ago
Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene
2 Months Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
2 Months Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
2 Months Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
2 Months Ago
Convars for aboard player and auto close sails checks.
2 Months Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
2 Months Ago
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
2 Months Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
2 Months Ago
Removed test arg in initial home navigate
2 Months Ago
Gesture menu progress, some refactoring and polish
2 Months Ago
Water pump idle loop audio is now affected by occlusion.
2 Months Ago
Server Browser design changes
2 Months Ago
Thrust position calculation fix
2 Months Ago
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2 Months Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
2 Months Ago
ghost ship interior progress
2 Months Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
2 Months Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.
2 Months Ago
Mark a bunch of collision meshes as R/W
2 Months Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
2 Months Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
2 Months Ago
Pilot Codelock - updated icon, fixed material order in LODs
2 Months Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
2 Months Ago
Add auto-save paintings option
2 Months Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
2 Months Ago
Fix error with turret lerpspeed when compiling in NONE configuration
2 Months Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
2 Months Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
2 Months Ago
Merge from main
2 Months Ago
update prefab to include item information
2 Months Ago
Fix client server directives compile errors
2 Months Ago
Update header buttons to match all the others
2 Months Ago
Fixed abyss pack page tag
2 Months Ago
WIP Automatic thrust point calculation based on hull blocks
2 Months Ago
Reimplementation of session events