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105,896 Commits over 3,806 Days - 1.16cph!

6 Months Ago
spawn.cargoshipdockingtest no longer needs a parameter if only one harbor is present on the map Fixed bridge spawn curves on both harbors by implementing a new UseToggleMode option on the proximity manager When this new mode is enabled you can use a constant curve mode and the entity will move over time to match the desired point, this allows the bridge to continue to move even when the cargo ship has come to a rest Fixed swing bridge not marked dynamic LOD Fixed new cranes missing metal bullet impact fx
6 Months Ago
Fixed misaligned harbor drop points
6 Months Ago
Fixed swing bridge not swinging on harbor_1 Fixed ramps on both sides of the swing bridge swinging with the bridge S2P both harbors
6 Months Ago
Cam presets missing meta
6 Months Ago
Cam presets
6 Months Ago
Unsaved cine mat setups for minigun
6 Months Ago
Merge from minigun_2024
6 Months Ago
Merge from 94459 + 94561
6 Months Ago
Materials
6 Months Ago
Handling tweaks
6 Months Ago
Added a collider to the arm piece that grabs containers on the crane Fix container dressing prop LODs not marked as dynamic
6 Months Ago
Further handling work. No longer need smoothSteerAngle var.
6 Months Ago
Merge from harbor_tweaks_4_cargoship
6 Months Ago
Merge from main
6 Months Ago
Undo acciddental bootstrap physics edit
6 Months Ago
Improved bike handling
6 Months Ago
Add sidecar bike to my test map
6 Months Ago
Ensured trigger is set properly on one of the harbor 1 cranes - prevents flyhack kick
6 Months Ago
Push prefab
6 Months Ago
Added a more accessible harbor 2 cargo path
6 Months Ago
fixed ramp/bridge mesh overlapping when rotating
6 Months Ago
updated swing bridge
6 Months Ago
progress
6 Months Ago
Add LOD fading integration
6 Months Ago
Added SSS support - doesn't pass through to deferred stage but compiles
6 Months Ago
Add `ui_pool_max_list_size` convar to fix UI instantiation lag until unity 2022 Set default max list size to 1,000 Don't pool any lists > 1k
6 Months Ago
minigun spin + gunshot sound WIP
6 Months Ago
Running all speed tree animation off of one clock with various sub-element oscilations now calculated in shader, to make support for motion vectors easier. More work needed to see if this isn't duplicating effort.
6 Months Ago
Fixed Fluid Switch Pump being unwirable
6 Months Ago
Screen content iteration. Oscilloscope.
6 Months Ago
Fixed incorrect terrain height in harbor 1
6 Months Ago
Reserialized materials
6 Months Ago
Re-add text null check
6 Months Ago
Subtract broken prefab
6 Months Ago
Re-enable tooltip text for single vendor names
6 Months Ago
Replaced old cranes in harbor_2 Replaced old portacabin meshes in both harbors Added doors to all portacabins in harbor_2 Fixed missing ladder trigger in harbor_2 Moved one of the light switches to the rooftop in harbor_1
6 Months Ago
Merge from bradley_scientists
6 Months Ago
Updated stationary scientist AI design. Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
6 Months Ago
Fix nexus map not appearing until you close and reopen it
6 Months Ago
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
6 Months Ago
Change the zone details on nexus map to use flex layout Use a separate prefab for the zone labels on the details panel vs. the map markers
6 Months Ago
Merge from main -> 2022_3_20f1
6 Months Ago
Stationary design update
6 Months Ago
Added support for LOD cross fade
6 Months Ago
Added a stationary AI design and fille. Updated Bradley scientist prefabs to reference it as an additional design.
6 Months Ago
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
6 Months Ago
moved screen back more
6 Months Ago
screen placement position move
6 Months Ago
Fix right clicking attachments going onto held gun instead of into open backpack
6 Months Ago
Hovering over a vending machine now shows the names of the machines (as it used to)