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127,974 Commits over 4,109 Days - 1.30cph!

2 Years Ago
Don't unselect an IO connection if you mouse over an empty slot on another entity (affects electric/water/industrial)
2 Years 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
2 Years 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)
2 Years Ago
PFX scene backup Finally fixed that tracer-1 and sparks-1 mipmap glitch by simply not having it repeat on Y.
2 Years 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
2 Years Ago
Merge from main
2 Years Ago
EngineUI
2 Years Ago
Removed unused sound components of BaseHelicopter
2 Years Ago
Fixed ground FX assignment on ch47.entity
2 Years Ago
Don't constantly call stop or play on helicopter ground FX
2 Years Ago
Merge from watercatcher_perf_improvements
2 Years Ago
Better fix for catcher detecting if inventory of target liquid container is full
2 Years Ago
Dynamic light improvements for backblast
2 Years Ago
Spawn distribution system setup for a multi rocket pod. Scene backup & minor file tweaks.
2 Years Ago
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2 Years Ago
Rocket & impact WIP
2 Years Ago
Cherry picked transparency UV channel selection (cs73689, cs73797)
2 Years Ago
Fixed std-cloth fuzz forcing entire material to dielectric; now only forced when fuzz mask > 0
2 Years Ago
Fixed metallic std-cloth breaking lowest shaderLOD in viewmodel; applied same fix to other shaders, just in case
2 Years Ago
blink controller uses skinset initial eye position
2 Years Ago
cave_large_hard S2P
2 Years Ago
added cliff prefabs around the timber mine entrance of cave_large_hard to help procmap cope, cope, cope
2 Years Ago
updated prevent movement collider on cliff_medium_sloped_L
2 Years Ago
Adding missing lock around EACServer tick
2 Years Ago
stables_b S2P
2 Years Ago
fixed incorrect setup on scrap_searchlight_static
2 Years Ago
small oilrig S2P
2 Years 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
2 Years Ago
Nuclear silo scene cleanup and progress
2 Years Ago
Merge from main
2 Years Ago
merge from main
2 Years Ago
merge from spectate_ulong_fix
2 Years Ago
Some final tweaks, added direct light shadow raygen for perf testing
2 Years Ago
More EACServer lock experiments
2 Years Ago
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
2 Years Ago
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
2 Years Ago
Compile fix
2 Years Ago
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
2 Years Ago
Adding profiler samples to BaseNetwork.EnqueueWrite
2 Years Ago
Adding protect and unprotect locks to EACServer (debugging / testing)
2 Years Ago
Fixed water catchers not filling up with water if the attached destination liquid container is full
2 Years Ago
Merge from main
2 Years Ago
Disabled the shaking on the crafter while it's on Added a red flash to the crafter if it's output storage is full
2 Years Ago
Adjust attack heli damage levels
2 Years Ago
Revert the new early-exit system in ParticleSystemContainer. Didn't work if the Play/Stop was called too early, resulting in it needing to be called again (but early exit prevented it).
2 Years Ago
Hooked up attack heli damage FX
2 Years Ago
Added 3 more blueprint slots to the industrial crafter All 4 bp slots can be accessed via the bp in/out industrial ports Crafter can only make one item at a time, will attempt to make the items in sequence left-right
2 Years Ago
Adjusted attack heli thrust physics. Feel more like attack heli, less like attack brick
2 Years Ago
Create the attack heli UI on the client at runtime, instead of removing it from the server side at runtime. Allows for the UI components that have RequireComponent dependencies to each other, which were preventing removal on the server
2 Years Ago
Show attack heli gibs as fully damaged