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113,609 Commits over 3,959 Days - 1.20cph!

11 Months Ago
Bradley scientist AI design update. AIInformationZone can now place move points on terrain. Disable AI data on spawn.
11 Months Ago
Extra AI data
11 Months Ago
Final tweaks for brutalist church
11 Months Ago
oilrigs S2P
11 Months Ago
set dressing level 3 rooms
11 Months Ago
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
11 Months Ago
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes
11 Months Ago
player update. set up torch, skull torch and divers torch.
11 Months Ago
Exposed the total number of boxes and tweaked their spawn order
11 Months Ago
Merge from main
11 Months Ago
scaled down creeping trees in junkpiles by 25%
11 Months Ago
harbor_2 S2P
11 Months Ago
Bunch of harbor_2 fixes
11 Months Ago
vertex color tweaks to doors removed temporary door from code moved shipping container related assets to shipping container prefabs folder to keep things tidy
11 Months Ago
switched to rendererlod
11 Months Ago
manifest
11 Months Ago
container double door files
11 Months Ago
backup
11 Months Ago
Preliminary screen setup & related files.
11 Months Ago
Split the base off of the crane and rotate the entre entity rather than a child This allows us to parent the player to the crane platform while it rotates S2P harbor_1
11 Months Ago
Set up initial mesh colliders on the crane
11 Months Ago
Add a parent volume to the top of the container so players can stand on top of them while they move
11 Months Ago
Have the bike to lean and balance appropriately when cornering (insert "not balanced for lean" joke here). Plus more tyre friction.
11 Months Ago
WIP crane saving
11 Months Ago
New PD controller style roll stabilisation, working rather well. + code formatting
11 Months Ago
Cargo ship crane gets started in dev scene via new dev trigger component
11 Months Ago
Brutalist church progress and added blend mask to metal roof textures
11 Months Ago
Bike balancing experiment
11 Months Ago
Don't allow talk to survivor mission objective to start until both cook and consume chicken steps are complete Cook chicken mission stage now checks for cooked chicken in the players inventory when starting in case the player cooked chicken early
11 Months Ago
Fixed auto turret, industrial conveyor and HBHF sensor auxiliary outputs draining batteries
11 Months Ago
Fixed missing collider on crashed helicopter
11 Months Ago
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11 Months Ago
Adjust car settings for two-wheeled operation
11 Months Ago
Merge main -> Bikes
11 Months Ago
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11 Months Ago
Assigned correct materials to the harbor crane prefab
11 Months Ago
Finished crane LOD0 and textures
11 Months Ago
Reversed RAND switch behaviour, passes power when on and resets to off
11 Months Ago
Fixed pressure pads blocking power passthrough for a bit when triggered
11 Months Ago
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11 Months Ago
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11 Months Ago
Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
11 Months Ago
positioning tweaks
11 Months Ago
Fixed batteries draining more than the current energy they receive
11 Months Ago
Merged electricity_power_fixes to Aux2
11 Months Ago
Merged io_entity_snapping/fixes to Aux2
11 Months Ago
merge from main -> ping_estimation
11 Months Ago
Merge from full_server_demos -> aux2 Network++
11 Months Ago
Fixed memory cell still consuming 1 power
11 Months Ago
Fixed switch and smart switch green/red lights feedbacks