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

1 Year Ago
Framed poster prefabs
1 Year Ago
Warhead greybox
1 Year Ago
Backup
1 Year Ago
Guncam progress & related files.
1 Year Ago
UI progress
1 Year Ago
Removed a few large but unused shaders from always included list
1 Year Ago
Scene/UI progress & related files
1 Year Ago
Merge from main
1 Year Ago
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
1 Year Ago
Missing file
1 Year Ago
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1 Year Ago
Roboto mono TMP asset
1 Year Ago
Update HUD to show failed objectives Automatically mark missions dirty when completing or failing an objective
1 Year Ago
compound S2P
1 Year Ago
compound level
1 Year Ago
residential buildings prefab include glue meshes road prefabs - some more overgrowth dressing glue for cemetery fence tweaked decals opacity fixed offset on town square collider
1 Year Ago
fixed some holes left behind in residential buildings LOD2's
1 Year Ago
merge from main
1 Year Ago
cave_large_sewer S2P
1 Year Ago
attempt to fix terrain trigger in cave_large_sewers chimney
1 Year Ago
Manifest update for renamed prefabs
1 Year Ago
visual improvements around scientist mission giver npc (stands out better) made trees and signs harvestable in monument
1 Year Ago
Various heli turret WIP
1 Year Ago
Fixed some issues with the skin picker UI
1 Year Ago
Import first batch of emoji Delete placeholder content
1 Year Ago
HLOD generation will now disable r/w on meshes as part of the build
1 Year Ago
Fixed green pipe option not appearing in radial menu (whoops)
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Scene backups
1 Year Ago
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky) Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
1 Year Ago
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1 Year Ago
Post tweaks for text contrast
1 Year Ago
Text style
1 Year Ago
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05) Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
1 Year Ago
Adjusted cockpit interior lights to match the final gun camera look
1 Year Ago
Added UI to expose new filter options
1 Year Ago
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
1 Year Ago
Merge from industrial
1 Year Ago
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer Increased the offset industrial pipes have from the placement surface by 0.01
1 Year Ago
Vehicle turret loot panel
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Add a mission objective script to deal X damage to a specific mission entity Fail the objective if the target entity is not found anymore Add an option to specify if an objective is required, and if it is then failing it will fail the mission
1 Year Ago
Misc shader variant cleanup
1 Year Ago
Fixed compile error in Standard-Particle for instancing permutation
1 Year Ago
Fixed compile errors in Standard-Indexed shader set
1 Year Ago
Fix for certain TOD
1 Year Ago
Fixed edge case of underground train entrance stairs not connecting to underground line