reporust_rebootcancel

128,995 Commits over 4,232 Days - 1.27cph!

51 Days Ago
merge from hot_air_balloon_mark_users_hostile
51 Days Ago
merge from meta_shift
51 Days Ago
Fixed clutter spawns.
51 Days Ago
Tropical ground foliage spawntable stuff
51 Days Ago
Manifest
51 Days Ago
Clutter debug
51 Days Ago
Merge from naval_update
51 Days Ago
Progress.
51 Days Ago
merge from main
51 Days Ago
Start and end game phase on the timeline based on when you're in a server or not
51 Days Ago
Merge from main
52 Days Ago
Tweaks.
52 Days Ago
Finalized sans clutter spawns
52 Days Ago
Collision fixes. Scene stuff.
52 Days Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
52 Days Ago
Dressing
52 Days Ago
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52 Days Ago
Merge from blueprint_unlock_fix
52 Days Ago
Fix for workbench tech tree appearing fully unlocked, woops
53 Days Ago
Fix steering and gas pedal hallucinations
53 Days Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
53 Days Ago
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53 Days Ago
▄▆▉▋▉▊█▅ ▄▇▆▄▇▉ - ▋ █▇▆ ▊▌▊▉▉ :▋▆▍█:
53 Days Ago
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53 Days Ago
▍▄▋ `▌▋` ▅▊▅▊ ▌▇ ▍▉█▍▍▊▋▉ ▆▄▉▍▇, ▌▇▍▆▅▊▉▊▅ ▅▅▌▍▇▅ ▅▌▅ ▊▄▊▋▆▋▅▇█▉ █▆▆▇. ▅█▄█▅ ▇▄▍ ▇▊▌█▇ ▅▍▇▊ ██▍▍▌▋ ▄▄▆▅▋▅▄ ▅▍▌▌▊▉▆▊▍█▅▊▊▍▍▌, █▍█▄▌▄▋▇▇▆▋▍▇▍▅▇▌, ▆█▍▉▉▉█▄▍▉▄▋▇▆▋▅▆▌▅, ▆▄▆▅▅▉█▇▌▇▇▍▆▌▌▇█▍▆▌█▄▄▌▉▋▉▄▄▍ - ▋▄▅▄▄▋▄▇ ▋▄▄ ▅▊▋▊ ▉▋▍▉ ▌▆▆▄ ▍▋▆ ▄▇▊█▄ █▇ ▌▉▆▌ ▆▋▅▇▅▅▆ ▋▆ █▇▆ ▍▄▉▉▆▊ ▉▄ ▅▆▋ ▊▋▋▇▄▊▌ ▋▅▇ ▊█▅█▉▅▄▌ ▅█▌ ▊▄▊▇█▍▄▅. ▍▆▊▍▄ █▉▇▌ ▅▅█▊▅▍▇▉.
53 Days Ago
merge from main
53 Days Ago
Nature dressing. Tree tweaks.
53 Days Ago
merge from drone_storage_slot
53 Days Ago
merge dynamic_environment_volumes to naval_update
53 Days Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
53 Days Ago
corrected inherited velocity used to throw projectiles, may want to dampen this still
53 Days Ago
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
53 Days Ago
Fix compile errors
53 Days Ago
▌▋▇▉█▇█▊ `▉▊▍████▇▅▆-▌▉▋█▊▊▇▆█▌.▆█` `▇▄▄▉█▋▆▇▌▍_▊▆▇` ▅█▋▋▇▋▄▉ ▆▆ ▅▆█▄▊▅▆▌ ▊█▄▇▌▇▍▄▋ `▄▌` █▍▍▉ ▅▉ ▅▊▉▅▅▅▍▄▋▍ ▆▄▊▉▅ ▊▄▍▌▆▌▊▇▌▆ ▍▄▊ ▋▇▅▋▆▉▉ ▉▋ ▊▉▆ ▄▆▄█▊▄▄█▋▌ ▌▍▋▌, ▊▉▆▊▌ ▅▄▆▆█▌▉▋ ▄▄▊▍ ▇█▉ ▆▉▉▍▆▆▌▉ ▍▍█▅▍█▌. ▍▆▄▌▇ ▅▋▍▊▊▄▇▍. █▄▍█▉ ▅▊▄▄▇.█▊▆▉▇▇▍▊▉ ▇▆▄█▌▉▄. ▇█▊▌▆ ▅▍▌▅▌▄▍▊▌
53 Days Ago
PrefabIDs, manifest.
53 Days Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
53 Days Ago
Allow full stop in seek state
53 Days Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
53 Days Ago
merge from climate -> deep_sea
53 Days Ago
fix HUD Vitals sorting layer overriding prefab value
53 Days Ago
Use 2D Distance instead Compile fix
53 Days Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
53 Days Ago
Refactoring gun displays to use nested prefabs
53 Days Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
53 Days Ago
properly centered drone action prompt label on computerscreen ui