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134,988 Commits over 4,324 Days - 1.30cph!

Today
first pass on environment volumes
Yesterday
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Yesterday
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
Yesterday
Small hue tweak.
Yesterday
Fixed a regression in the PT boat emission.
Yesterday
merge from fix_scientists_not_wounding
Yesterday
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
Yesterday
merge from naval_update
Yesterday
Charcoal Comp Box - Final lowpoly, bake, WIP textures
Yesterday
Fix State_Playtanimation NRE
Yesterday
Component Ammo Box - Moved and updated textures, set correct resolution
Yesterday
Tweaked all tropical trees minigame marker data, some of them were off
Yesterday
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
Yesterday
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components - Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale - Deep sea now enable scale networking on its trees Fixed the collision issues and tree minigame not working S2P all tropical islands
Yesterday
CodeGen
Yesterday
If streamermode is enabled then turn off RHIB screens
Yesterday
Pool fix
Yesterday
centred floating_city_3 terrain properly, rebaked shore vectors
Yesterday
Merge from deepsea_closed_fail_missions
Yesterday
Small code fixes Rebuild phrases
Yesterday
50cal and cannon updates
Yesterday
Minor adjustments to walk around distance
Yesterday
- Show tooltip if you try to reload the turret whilst its full - Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
Yesterday
merge from main
Yesterday
Codegen and compile fixes
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
apartments building facade, atrium and corridors progress
Yesterday
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Yesterday
merge from indirect_instancing
Yesterday
Mark Indirect Instancing as DeveloperOnly
Yesterday
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Yesterday
Fix new scientists killing players without wounding them first
Yesterday
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
Yesterday
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Yesterday
Disabled tree minigame for palm_tree_tropical_short_e - too small
Yesterday
Tweaked floating city 3 shore vector volumes S2P
Yesterday
fixed native pixel data using wrong format, should've been half4 not just Color
Yesterday
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
Yesterday
paintball gun no longer researchable
Yesterday
Cannonball textures from 5.3mb to 0.6mb.
Yesterday
Minor deep sea code cleanup
Yesterday
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Yesterday
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Yesterday
Reserved flag fix (7 to 8 for flare)
Yesterday
Fix occupied seats not working after a vehicle is copy pasted
Yesterday
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Yesterday
Signal computer mesh read/write for col.
Yesterday
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
Yesterday
merge from main -> print_speed