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106,703 Commits over 3,836 Days - 1.16cph!

1 Year Ago
delete test script
1 Year Ago
cliffs and rocks dressing terrain adjustments
1 Year Ago
merge from main
1 Year Ago
merge from wooden_sign_deployment_fixes
1 Year Ago
sculpted terrain
1 Year Ago
EACServer experiments / debugging (continued)
1 Year Ago
Fuel gauge and headlight improvements. Worked around a bug in Unity (see: https://forum.unity.com/threads/unityevent-cant-select-from-two-of-the-same-component.427454/#post-784098)
1 Year Ago
basic terrain sculpt
1 Year Ago
Moved prefab head to origin, zeroed all sub categories to stay on the grid
1 Year Ago
lowered bunker entrance corridor segment by 6m
1 Year Ago
First pass on a refactor to cache the input/output destinations of an industrial conveyor instead of calculating them every move
1 Year Ago
Reduce the LOD distance on all of the lights on the electric furnace
1 Year Ago
Rework some elements of the IOEntity load process to prevent having to regenerate the IO connections (including the industrial pipes) every time any state on the IO entity changes Prevents all industrial pipes getting regenerated multiple times every time a conveyor is turned on/off
1 Year Ago
Instrument panel emissive turns on/off correctly
1 Year Ago
Fixed NRE introduced in 79235
1 Year Ago
Let gunner also be driver again (just for testing)
1 Year Ago
Sort out entity flag toggles
1 Year Ago
Enable GPU instancing on electric furnace materials
1 Year Ago
Assign camera in the gun cam UI
1 Year Ago
Set up attack heli sounds
1 Year Ago
Hook up attack heli damaged fire sound
1 Year Ago
Fixed CH47 not having its dual ground effect points anymore
1 Year Ago
Don't unselect an IO connection if you mouse over an empty slot on another entity (affects electric/water/industrial)
1 Year Ago
Added a counter on the filter screen to show the number of filters and the maximum Fixed item search field leaving results on when the search field is cleared
1 Year Ago
Slightly increased height of space check when ziplines are created, should make them more likely to avoid obstacles like terrain and seek alternate routes (0.5->0.75)
1 Year Ago
PFX scene backup Finally fixed that tracer-1 and sparks-1 mipmap glitch by simply not having it repeat on Y.
1 Year Ago
Adjust physics sweep radius for zipline obstacle detection to more closely match the player dismount capsule sweep, prevents zipline from travelling into a space it thinks is valid but the player dismount will reject and kill the player Added an extra pre dismount check to the zipline, if it fails move the zipline player back slightly before attempting the dismount
1 Year Ago
Merge from main
1 Year Ago
EngineUI
1 Year Ago
Removed unused sound components of BaseHelicopter
1 Year Ago
Fixed ground FX assignment on ch47.entity
1 Year Ago
Don't constantly call stop or play on helicopter ground FX
1 Year Ago
Merge from watercatcher_perf_improvements
1 Year Ago
Better fix for catcher detecting if inventory of target liquid container is full
1 Year Ago
Dynamic light improvements for backblast
1 Year Ago
Spawn distribution system setup for a multi rocket pod. Scene backup & minor file tweaks.
1 Year Ago
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1 Year Ago
Rocket & impact WIP
1 Year Ago
Cherry picked transparency UV channel selection (cs73689, cs73797)
1 Year Ago
Fixed std-cloth fuzz forcing entire material to dielectric; now only forced when fuzz mask > 0
1 Year Ago
Fixed metallic std-cloth breaking lowest shaderLOD in viewmodel; applied same fix to other shaders, just in case
1 Year Ago
blink controller uses skinset initial eye position
1 Year Ago
cave_large_hard S2P
1 Year Ago
added cliff prefabs around the timber mine entrance of cave_large_hard to help procmap cope, cope, cope
1 Year Ago
updated prevent movement collider on cliff_medium_sloped_L
1 Year Ago
Adding missing lock around EACServer tick
1 Year Ago
stables_b S2P
1 Year Ago
fixed incorrect setup on scrap_searchlight_static
1 Year Ago
small oilrig S2P
1 Year Ago
Fixed small oilrig source pipes not going into the seabed Added a proper collider for it as it still relied on a LOD mesh