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124,051 Commits over 4,171 Days - 1.24cph!

13 Days Ago
Merge from main
13 Days Ago
Ocean shoreline wetness fix
13 Days Ago
updated the cranes and radars onboard ghost ships to prefabs set layer to world on spinny radars
13 Days Ago
final LOD bakes for the ghost ships, double res + downsampling for quality
13 Days Ago
Added ground watch to ceiling light and Chandelier
13 Days Ago
naval_update -> scientist_boat_ai
13 Days Ago
take 2 on tentative pooling fix for mannequin posing
13 Days Ago
subtract commit 129922, includes extra files
13 Days Ago
tentative pooling issue fix for mannequin
13 Days Ago
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
13 Days Ago
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
13 Days Ago
Player built boats can now enter the deep sea: TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock
13 Days Ago
merge from naval_update to get the latest TriggerRadiation.cs
13 Days Ago
More post merge fixes. Restored naval items/phrases. New test save for deep sea boat testing.
13 Days Ago
Tropical cliff files.
13 Days Ago
Updated Plushie 02 textures and materials, rendered new icon
13 Days Ago
Tropical cliff variant.
13 Days Ago
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13 Days Ago
Manifest after merge
13 Days Ago
fix censornudity convar NRE with mannequins
13 Days Ago
fix weird circle in sky if vclouds are never enabled and there's sky rotation applied
13 Days Ago
fix for client colliders on deployables breaking server PlayerBoat (listen server only) - BoatBuildingBlock reports added children to parent entity and brute-force ignores children between client/server, bit gross but works for now
13 Days Ago
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13 Days Ago
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13 Days Ago
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
13 Days Ago
Remove alloc in ExtractMesh
13 Days Ago
enabled shadows on sleeping bag model
13 Days Ago
rename and reorganise media
13 Days Ago
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13 Days Ago
Phrases
13 Days Ago
Add more media for exhibit pack
13 Days Ago
Check for storage adaptor too
13 Days Ago
Merge from naval_update
13 Days Ago
subtract Attackheli_Buildvolume 129549
13 Days Ago
merge from string_light_batching_crash
13 Days Ago
merge from decor_lighting_dlc
13 Days Ago
merge from spotlight_research/Chandelier_power
13 Days Ago
Merge from deep_sea
13 Days Ago
13 Days Ago
Fixed incorrect pickup message
13 Days Ago
Fix wall cabinet being able to be picked up when locked
13 Days Ago
Fixed the ceiling light top bleed Fixed secondary light being a different color Removed distance flare (not used for player spawned stuff) Slightly lowered LOD cull distances as they were carried from some static lights. Small polish on light/shadow settings.
13 Days Ago