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143,511 Commits over 4,413 Days - 1.36cph!

4 Minutes Ago
Fixed note loot panel not saving typed text
30 Minutes Ago
updating 3p jumping anims
40 Minutes Ago
Disabled motion blur post process in player preview
40 Minutes Ago
merge from main
1 Hour Ago
merge from lod_baker
1 Hour Ago
start on darts animation subsystem
1 Hour Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
1 Hour Ago
lod baker: write output textures as tga instead of png
1 Hour Ago
More hair conditional meshes
1 Hour Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
1 Hour Ago
industrial large furnace - reverted to a single collision material
1 Hour Ago
Stop every demo scrub from allocating a new BaseNetworkable list
1 Hour Ago
UI tweaks, added examine keybind text
1 Hour Ago
Bowless crossbow audio polishing and added sounds
1 Hour Ago
removed the material properties
1 Hour Ago
s2p on floating city scenes due to new mannequin changes
1 Hour Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
1 Hour Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
1 Hour Ago
small apartment lods
2 Hours Ago
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2 Hours Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
2 Hours Ago
merge from game_room_dlc
2 Hours Ago
boomerang_model_dupe_fix -> main
2 Hours Ago
merge from main
2 Hours Ago
Settings pass on industrial torch
2 Hours Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
2 Hours Ago
updated the collider for large furnace, added 3 material properties
3 Hours Ago
correct IO positions on industrial auto turret
3 Hours Ago
merge into main
3 Hours Ago
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3 Hours Ago
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
3 Hours Ago
Compile fix
3 Hours Ago
merge from main
3 Hours Ago
merge from oven_iscookingflag
3 Hours Ago
Fixed typo
3 Hours Ago
Added IsCooking flag in BaseOven Set when cooking something
4 Hours Ago
binoculars_ultrawide_fixes -> main
4 Hours Ago
Fix binocular eyes seperating on ultrawide resolutions https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
4 Hours Ago
Industrial Autoturret - Updated model with split shield for bow support (remaining LODs)
4 Hours Ago
merge from industrial_dlc
4 Hours Ago
added industrial torch to allowed torches on torchholder
4 Hours Ago
First pass of rotten trim blends for apartments
4 Hours Ago
merge from main
4 Hours Ago
Fixed torch holders torch position issues
4 Hours Ago
fixed a bunch of prefabs with double mesh lod script dancing around killed shadows on some facade clutter
4 Hours Ago
small apartment art, collision
4 Hours Ago
Industrial torch animation polish pass
4 Hours Ago
custom shadow proxies for apartment block building exterior