reporust_rebootcancel

113,333 Commits over 3,959 Days - 1.19cph!

1 Year Ago
more biome visuals compatible props and structures
1 Year Ago
Merge from main/map_entity_load_fix
1 Year Ago
Fixed SpawnMapEntities not being called at all when loading a save was attempted but the file did not exist (derp)
1 Year Ago
Fixed recipes still sometimes calling for raw meat instead of cooked
1 Year Ago
Flag collider/bounds change to make it easier to melee dig
1 Year Ago
Check ingredients by item ID
1 Year Ago
When making meals, take stacks into account
1 Year Ago
Fixed missing deer kebabs
1 Year Ago
Added new teas to information panel Added a poison warning if the tea is going to poison the player Remove debug mode from explosive vis
1 Year Ago
New system UI
1 Year Ago
Icons
1 Year Ago
New system, combine ingredients button
1 Year Ago
Try to do the shoelace formula manually
1 Year Ago
Rethinking. Let's see if we can base things on the existing furnace code again.
1 Year Ago
Added a modular car speed tea, can be inserted into a dedicated engine module via a radial option if the player has the appropriate tea in their inventory Doubles engine power for 15 minutes WIll heavily poison player for 10 minutes if consumed
1 Year Ago
More button stuff
1 Year Ago
Toggle button UI stuff
1 Year Ago
Add horse laxative tea, doubles rate of dung production when consumed by a horse for 15 minutes Horse still requires food to produce dung even while this tea is active
1 Year Ago
More icon work
1 Year Ago
Icon button work etc
1 Year Ago
Added the ability for a Modifier effect to only apply to a type of entity Added a Horse speed tea, increases top speed of horses by 30% for 10 minutes after being eaten by a horse If consumed by a player they will be heavily poisoned for 10 minutes
1 Year Ago
Generate proto
1 Year Ago
Tea target type proto change
1 Year Ago
Using incorrect version of shoelace algorithm to correct volume of each room: it at least gives higher volume for larger rooms which will be good enough to show bigger rooms taking longer to heat up
1 Year Ago
Scene backups
1 Year Ago
Cherrypick #92273
1 Year Ago
Fixed IsSeatClipping direction not being normalised
1 Year Ago
Merge fixes in some random prefabs
1 Year Ago
Missed .cs file
1 Year Ago
Copy faces from normal walls & floors to low wall, half wall, wall + floor frames & doorsways Assign deployables to room(s) based on the floors they are on Command to hide everything inside walls so esp cheats don't work
1 Year Ago
merge from fix_send_inventory_nre
1 Year Ago
Fixed triangle center position being incorrect Fix -180 degrees not being handled when discarding invalid faces Triangles & squares both work when splitting into rooms
1 Year Ago
▆▍▇▅ ▊▇▉▊▌▇▋▉
1 Year Ago
Remove foundation faces that are on top of eachother (think of two foundations beside eachother, you don't see inner sides) Fix triangle foundation wall facing inwards instead of outwards
1 Year Ago
RNG'd occasional high impact hits, because all hits being samey is boring
1 Year Ago
More debug visualization commands
1 Year Ago
Rooms now correctly connect Add bunch of debug commands
1 Year Ago
baked harbor grounds meshes specific collider meshes for grounds - removed old duplicates bunch of biome visuals compliant prefabs simple colliders for damaged scientist turret harbor2 level update
1 Year Ago
Merge from main/map_entity_load_fix
1 Year Ago
Fix for trying to call "Kill" on entities that haven't called "Spawn" (seems to have gotten lost in the last revert / restore / retry cycle)
1 Year Ago
Reapply
1 Year Ago
Merge from main
1 Year Ago
Actually create the meal output items
1 Year Ago
updated diesel_collectable prefab
1 Year Ago
Fixed situations like chicken kebabs vs. mixed kebabs. Doing some fairly advanced filtering now.
1 Year Ago
Harbor2 scene hierarchy cleanup baked to mesh vertex paint grounds LOD0 S2P
1 Year Ago
subtract map_entity_load_fix
1 Year Ago
Actually convert ingredients to meals
1 Year Ago
Potential fix for NRE's in SendUpdatedInventoryInternal