reporust_rebootcancel

131,770 Commits over 4,262 Days - 1.29cph!

8 Days Ago
50cal_animations -> naval_update
8 Days Ago
Diving tank repose
8 Days Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
8 Days Ago
updated vm lr300 space anims
8 Days Ago
naval_update -> 50cal_animations (2)
8 Days Ago
naval_update -> 50cal_animations (merge issues)
8 Days Ago
fixed stairs being ass at excavator smaller machine
8 Days Ago
tweaks to rocks in WTP to avoid poking out of cliffs
8 Days Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
8 Days Ago
texture update
8 Days Ago
added prevent movement volume to block LOS error spot
8 Days Ago
Glass small surface type for industrial buildings
8 Days Ago
plugged more holes in countryside tunnel entrance
8 Days Ago
Space LR300 - Added emissive sights to worldmodel
8 Days Ago
env volume fix at computer station room at train tunnel hatches
8 Days Ago
added boat hull movement sounds
8 Days Ago
Add ammo display deploy fade-in
8 Days Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
8 Days Ago
rebaked powerlines LOD2 textures
8 Days Ago
actually include emissive for alex m
8 Days Ago
updated textures inc emissive for alex m
8 Days Ago
merge from deep_sea
8 Days Ago
cake entity fix and krieg shotgun updates
8 Days Ago
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8 Days Ago
bug fixes
8 Days Ago
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
8 Days Ago
merge from deep_sea
8 Days Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
8 Days Ago
Fixed rad volumes still spawning on the exit side of the deep sea
8 Days Ago
Merge from parent
8 Days Ago
merge from naval_update
8 Days Ago
update to lr300 viewmodel with right hand mag release
8 Days Ago
Fixed Spot with inaccurate colliders on cargoship
8 Days Ago
Wetsuit repose
8 Days Ago
base (vanilla) techtree pass
8 Days Ago
Some prevent movement blockers for falling weapons in large oilrig
8 Days Ago
Space LR300 - updated WM and LODs with right hand magazine catch
8 Days Ago
easier traversal on stairs in WTP
8 Days Ago
glass surface type > glass small on security towers
8 Days Ago
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons Fixed a hole gap in Miltun entrance
8 Days Ago
Merge: from main
8 Days Ago
Adjusted sail transmission colour
8 Days Ago
Boatbuilding station, cannonball and boat planner pass
8 Days Ago
boat building deployables gameplay pass - WIP
8 Days Ago
fixed early culling barricades at trainyard
8 Days Ago
cargoship LOD3 glass is see through now
8 Days Ago
killed wind height bend factors on snowy overgrowth - makes dancing bushes
8 Days Ago
fixed moved AC tubes in cave_large_sewers
8 Days Ago
wind amplitude from arid/temperate applied to tundra grasses
8 Days Ago
removed renderer batch selectively on floating junkpiles crates