reporust_rebootcancel

129,521 Commits over 4,140 Days - 1.30cph!

6 Years Ago
+ changes to the blood particle shader
6 Years Ago
[D11] Translation for picking up dud explosives fixed.
6 Years Ago
Fixed lost terrain reference in archipleago
6 Years Ago
[D11] [UI] Updated localisation settings on controls screen headers.
6 Years Ago
[D11] [UI] Fixed function name typo (was defined out so didn't get renamed in the previous commit)
6 Years Ago
Removed existing implementation of genetics from GrowableEntity
6 Years Ago
Roadside monument updates
6 Years Ago
[D11] Gap in geometry at Launch Site Fix
6 Years Ago
Merge with main
6 Years Ago
[D11][UI] Fixed Unhooked up translations in sleeping screen and tool cupboard
6 Years Ago
[D11] Added fix for 3351
6 Years Ago
Fixed hemp plants
6 Years Ago
[D11] [UI] Optimised Sprite Sheet Animator and removed unnecessary functions from class.
6 Years Ago
Moved gas station, supermarket and warehouse to roadside monument folder
6 Years Ago
Added ring road script and roadside monument script to procedural map scene
6 Years Ago
[D11] New roof_asphalt material
6 Years Ago
[D11] New gas station roof material and 2 way blend shader
6 Years Ago
[D11] Rationbox Float fixes
6 Years Ago
Merge from main
6 Years Ago
More adjustments and a temp copy util
6 Years Ago
GrowableEntity proto
6 Years Ago
[D11][#3251] Made paintable signs unobtaiable, disabled paint sign options
6 Years Ago
Added new GrowableEntity, based on the existing PlantEntity for now. Some clean-up.
6 Years Ago
merge from entity_parenting_2
6 Years Ago
more LOD
6 Years Ago
Another attempt to fix nested parenting triggers TriggerParent works like TriggerParentEnclosed since that should be much more robust when sorting out overlaps / nested parenting triggers Simplified TriggerParentEnclosed (now inherits from TriggerParent) Simplified TriggerParentExclusion (since overlaps are handled by TriggerParent) Removed OnEntityEnter hack from ForceUpdateTriggers (since overlaps are handled by TriggerParent)
6 Years Ago
fix missing transform NRE
6 Years Ago
Chassis LOD
6 Years Ago
Fixed an NRE in IOEntityEditor due to an uninitialized array
6 Years Ago
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6 Years Ago
Code review: Add "== this" check with || before EqualNetID check
6 Years Ago
Code review: Call SetParent before calling Spawn
6 Years Ago
Code review: Add null check on created
6 Years Ago
Code review: André says "UnityEvent uses reflection and is slow as balls. Better to get rid." Changed the generic TriggerStay to CarGarageTiggerStay which specifically calls a ModularCarGarage method directly.
6 Years Ago
Code review: Add entity creation null check.
6 Years Ago
Line endings
6 Years Ago
Code review: Move IsNull from CollectionEx to ObjectEx
6 Years Ago
Storage module now fully functional + manifest rebuild again
6 Years Ago
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6 Years Ago
Put prevent building chassis colliders back on the correct Prevent Building layer
6 Years Ago
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6 Years Ago
More
6 Years Ago
Var rename
6 Years Ago
Module editor null check
6 Years Ago
Add storage component to storage module + manifest rebuild
6 Years Ago
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6 Years Ago
more
6 Years Ago
module panel health setup