reporust_rebootcancel

124,586 Commits over 4,171 Days - 1.24cph!

Yesterday
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Yesterday
launch site puzzle advanced fragment spawn added advanced blueprint fragment pickup entity s2p
Yesterday
Flags can now be raised and lowered. Initial animation controller, states, transitions, params.
Yesterday
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Yesterday
Optimize query vis job runner: - Enable burst on existing query vis jobs - Don't immediately complete jobs, let query vis be delayed by a frame.
Yesterday
harbor_2 puzzle update
Yesterday
harbor_1 puzzle update
Yesterday
Added mountable versions of seats and replaced static ones in floating city (WIP)
Yesterday
hurt_overlay_nvg_fix -> main
Yesterday
Dont show the hurt overlay if we have NVG's on. This is because the hurt overlay would brighten up the NVG effect - letting you see more. This would give an advantage to people who have NVG's on.
Yesterday
airfield fragment puzzle spawn setup
Yesterday
Hack: skip explicitly loading ui/store.bundle at boot Using this to check if we no longer have a bunch of media textures loading in. Memory Profiler shows -87 textures/-1.2GB loaded. Need to implement dynamic bundle loading, and see if it breaks anything else. Tests: memory profiled a standalone client. Couldn't get to Abyss page (but that's expected).
Yesterday
merge from main
Yesterday
Update: assign UI store overlay page prefabs to ui/store.bundle - Ensure when we generate bundles, we chuck the assigned assets to ui/store.bundle Tests: generated bundles, used bundle mode in editor and was able to navigate to the Abyss store page.
Yesterday
airfield puzzle update
Yesterday
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Yesterday
test_generator_more_snapping_fixes -> main
Yesterday
Fix weird collider on test generator Fix weird deploy volumes on test generator
Yesterday
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Yesterday
ferry terrminal basic puzzle ferry terrminal loot when in T1 now has slightly better loot
Yesterday
Set sprite packing mode to enabled again, ffs
Yesterday
more_video_optims -> main
Yesterday
Save 5MB constantly being taken by the store modal - take the whole video out of memory when you go off the page
Yesterday
floating city 2 layout polish, better connection to casino barge
Yesterday
updated arctic base puzzle respawn for fragments s2p
Yesterday
sphere tank s2p
Yesterday
Only load in the shockbyte modal when we need it, not at initialisation
Yesterday
Code improvements: - Config asset now inherits from BaseScriptableObject - Better handling for invalid serialized data
Yesterday
Update sail prefab with rig
Yesterday
Anchor timed action Codegen
Yesterday
Merge from naval_update/sails
Yesterday
Sphere tank and radtown now have a basic green card puzzle
Yesterday
merge from hackweek_crosshair_customization
Yesterday
merge from main
Yesterday
Fix crosshair being visible in main menu
Yesterday
exported large sail animations
Yesterday
Sort steering wheel menu priorities
Yesterday
Trying another approach to compare with atlases: disable mipmaps on all store ui media
Yesterday
Water bucket and jerry can entity, hold type and anim update
Yesterday
merge from burst_1_8_25
Yesterday
Sails and steering wheel can only be placed on construction
Yesterday
Empty more store pageoverlay texture refs
Yesterday
Basic fragment always spawn at blue card desk, remove from green manifest
Yesterday
More store texture refs moved to sprites
Yesterday
added lod setup for cannon
Yesterday
manifest
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
greencard desk always spawns a single basic blueprint fragment
Yesterday
supply drop always spawns basic fragments