reporust_rebootcancel

129,684 Commits over 4,232 Days - 1.28cph!

6 Years Ago
Tick fixes
6 Years Ago
Merge from main
6 Years Ago
Fixed bug with cargoship sound culling, cached culling distances where I can, added Effects.maxGibDist convar
6 Years Ago
[D11][UI][#4016] Added Photosensitive seizure warning to autosave prompt, Fixed issues with translations files
6 Years Ago
merge from wearable_lod_fix
6 Years Ago
Fixed issues
6 Years Ago
[D11] Rumble Manager Weapon and Critical Health rumble implementation. - [D11] Rumble Manager Weapon and Critical Health rumble implementation.
6 Years Ago
Merge from main
6 Years Ago
Work in progress GPU foliage placement
6 Years Ago
quickfix foundation.metal.wall re-link meshes after name change
6 Years Ago
merge from main
6 Years Ago
Extras from manifest rebuild
6 Years Ago
Merge from Main -> Vehicles
6 Years Ago
Added new components to hemp and campfire Schedule quality update when BaseOven is toggled Take ECS data into account when calculating temperature
6 Years Ago
Allow placement of steps and ramps on top of floors
6 Years Ago
Changed foundation.steps to allow placement on top of foundations, similar to the new ramps
6 Years Ago
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6 Years Ago
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6 Years Ago
Fixed certain conditional corner rejects not working when mixing different wall types (like walls and doorways)
6 Years Ago
Refresh neighbours when rotating a building block (for conditional models)
6 Years Ago
Ramp is no longer considered grounded (fixes ramp not destroying when foundation is destroyed) Fixed ramp construction placeholder mesh
6 Years Ago
Rebuild manifest
6 Years Ago
Initial import of temperature sensor, source and calculation system
6 Years Ago
Hide all chassis items as well
6 Years Ago
Hide the generic base prefabs for chassis and for modules
6 Years Ago
Switched cars from Discrete collision detection to Continuous. Fixes collision issues with all small/thin objects at some performance cost.
6 Years Ago
Changed all nine road signs from mesh colliders to primitive colliders, which handle collisions at speed somewhat better
6 Years Ago
Compile fix
6 Years Ago
Don't show engine component stat if that component doesn't affect a stat Replace yes/no test with just a standard + label
6 Years Ago
Remove unused RealmedRemove entry on CarLift
6 Years Ago
Replace animation curve with a remap
6 Years Ago
Merge from main
6 Years Ago
Have the damage texture only increase to a max of 70% when vehicle is usable, making it easier to differentiate from a wreck
6 Years Ago
Fixed incorrect power consumption display on water pump and powered water purifier in builds
6 Years Ago
WIP entities package import
6 Years Ago
Fix compile
6 Years Ago
Replaced the prevent building trigger on the car lift with a box volume sized to prevent building on top of it
6 Years Ago
Fixed several issues that were making total decay time incorrect. Made decay much faster (five minutes total) when vehicle is already in destroyed state.
6 Years Ago
Acceleration/top speed edits again
6 Years Ago
Revert back to original fix for item stacking problem
6 Years Ago
Fix TriggerHurtNotChild also running on the client on listen server, causing players to incorrectly get damaged
6 Years Ago
smart alarm and smart switch sounds
6 Years Ago
Tweak best acceleration curve
6 Years Ago
modular-car-scrape-loop audio file + sound def (physics scrape)
6 Years Ago
brake squeal volume tweak only play tire screeches if throttle is on modular-car-switch-seat audio files + sound def
6 Years Ago
Crafting time balance for engine components
6 Years Ago
Disabled minicopter spawns
6 Years Ago
Added car lift to compound sell orders
6 Years Ago
Car lift no longer default BP Car lift crafting cost balance (likely to change)
6 Years Ago
T3 engine components not craftable + researchable