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123,976 Commits over 4,171 Days - 1.24cph!

5 Years Ago
Hurt trigger setup
5 Years Ago
Fixed location of npc blocking slot machine
5 Years Ago
Compile fix
5 Years Ago
Add rottingflies.hide admin convar to disable flies pfx
5 Years Ago
Add hurt trigger speed-based damage multiplier to the work cart
5 Years Ago
Increased proximity warning max dist from 250m to 325m
5 Years Ago
Update the dashboard monitor when the trains comes back alive from repair
5 Years Ago
Work cart is now repairable (even from destroyed state)
5 Years Ago
Fixed duplicate gibs on workbench tier 1 and 2
5 Years Ago
Static elevators now default to the go to top/bottom option (can still go floor by floor by opening the full interact menu) Fixed go to top/bottom using the same description phrases as the single floor option
5 Years Ago
Support an optional icon on monument map markers + add train icon on train tunnels
5 Years Ago
Subtract icon change commits, return all item icons to their previous appearance.
5 Years Ago
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
5 Years Ago
Added some cracking noises while train barricades are being damaged by ramming, to give some outside indication that something is happening. Converted TrainBarricade script into an entity itself.
5 Years Ago
Extend the bounds to render for train tunnel maps because tunnels under the ocean were getting cut off (need to confirm if it's enough though)
5 Years Ago
Added IsAtAStation bool to BaseTrain
5 Years Ago
Smoother operation at junctions for trains running in reverse
5 Years Ago
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
5 Years Ago
merge back
5 Years Ago
merge in
5 Years Ago
train barricade update
5 Years Ago
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
5 Years Ago
merge from random_opt_2
5 Years Ago
improved stairs collider on the entrance
5 Years Ago
merge in
5 Years Ago
code cleanup
5 Years Ago
Added office and break room signs Added them to the train stops Sign texture tweaks
5 Years Ago
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
5 Years Ago
Barricade train tunnel cells no longer spawn right next to each other
5 Years Ago
merge in
5 Years Ago
Made tunnel dweller AI not suck
5 Years Ago
Stag - idle & walk updates, prefab update & anim controller walk speed changed
5 Years Ago
Fixed negative scale values on lights
5 Years Ago
Tunnel stop sign tweaks
5 Years Ago
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5 Years Ago
Set dressing stairwells
5 Years Ago
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5 Years Ago
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5 Years Ago
merge in
5 Years Ago
Added backlit signs to stops Tweaked sign materials
5 Years Ago
Disabled long flares on all corridor/stairwell lights Reduced LOD distance on fill lights
5 Years Ago
Dressing/Cover pass on the tunnel entrance scene
5 Years Ago
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
5 Years Ago
Added TerrainFilter to Compound monument to ensure it no longer spawns in Arctic / Snow
5 Years Ago
Train tunnel corridors are OnlyVisibleUnderground
5 Years Ago
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
5 Years Ago
removed radiation from road side substations
5 Years Ago
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
5 Years Ago
halved culling distance on corridors/stairwells modules
5 Years Ago
merge from slots