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115,469 Commits over 3,959 Days - 1.22cph!

1 Year Ago
Yet another materials update commit
1 Year Ago
Added Mint (teamid 9000/colour aeeeee) and Lavender (teamid 10000/colour ffe7ff) to the set of hardcoded team id colours Added RelationshipManager.createAndAddToTeam that takes a uint parameter for easy testing (eg. RelationshipManager.CreateAndAddToTeam 9000 will make a new team with that ID and assigns the player in front of you to that team)
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
merge from io_budget_health
1 Year Ago
merge from qol_hbhf_stacksize
1 Year Ago
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1 Year Ago
merge from audio_alarm_label_fix
1 Year Ago
merge from 3p hmlmg clipping fix
1 Year Ago
Added Cull mode option (default Off) to "Particles/Alpha Blended" shader
1 Year Ago
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1 Year Ago
Increase stacksize of hbhf sensor from 1 -> 5
1 Year Ago
m4 shotgun viewmodel - deploy update - removed pump movement in reload
1 Year Ago
disabled animator on 3p entity
1 Year Ago
set up attachment positions
1 Year Ago
Merge from main
1 Year Ago
Fix for waterguns not correctly applying the last burst of water.
1 Year Ago
merge from pipe_nre_fix
1 Year Ago
merge from boombox_network_loop_fix
1 Year Ago
merge from fix_turret_item_filter
1 Year Ago
merge from 0_cost_repair_fix
1 Year Ago
merge from building_skins_4 network++
1 Year Ago
Added a new item definition field - treatAsComponentForRepairs Our repair cost calculation will automatically substitute any items in the Component category with another resource, but some deployables have been using items in the resource category like CCTV cameras as a crafting cost By marking an item as treatAsComponentForRepairs, it will use the desired behvaiour even though it's in the wrong category resepair wise Applied to RF Broadcaster, RF Receiver, Targeting Computer and CCTV camera This should fix repair behaviour on Auto Turrets and Computer Stations Also fixed some rounding issues that could result in a repair csot of 0 for a given resource, the minimum repair cost for any ingredient will now be 1 This behavioiur should be consistent between the hammer and the repair bench
1 Year Ago
Label power input on audio alarm
1 Year Ago
Standardised convo 4 and 6 so that the loopback conversation option is always the last option in the list
1 Year Ago
Remove log in IgnoreCollision trigger
1 Year Ago
Properly remove tutorial island respawn options when finishing the tutorial
1 Year Ago
Update my ColliderShrinkToFit editor to Unity 2021 style
1 Year Ago
Make sure rigidbody wakes up when boat engine starts
1 Year Ago
Merge from tutorial_island
1 Year Ago
Merge from main
1 Year Ago
Disable drop to ground on ore spawners, might stop ores getting placed on the ocean floor underneath the island Fixed loading during a tutorial not working
1 Year Ago
A whole bunch more updated materials
1 Year Ago
Even more gizmo compile fixes. Sorry guys.
1 Year Ago
Sequences package pt2
1 Year Ago
Sequences package
1 Year Ago
Merge from main
1 Year Ago
Merge from tutorial_island
1 Year Ago
Missing dev camera mat
1 Year Ago
Remove missing component from terrain asset Another link test
1 Year Ago
Fix TreeEntity merge issues
1 Year Ago
Merge from main
1 Year Ago
Additional glass prefabs for map makers (non-tiled)
1 Year Ago
More compile fixes for gizmos
1 Year Ago
Rename new shotgun folder to M4 Shotgun Fixed attachments not apperaing due to lingering, disabled attachment slots on the prefabs, this fixed attachments appearing on the viewmodel Removed duplicate Model components on the entity, this was causing attachments to not appear on the held entity
1 Year Ago
Yet more materials
1 Year Ago
Argh more mats
1 Year Ago
Two more mats
1 Year Ago
UnityEditor flags around OnDrawGizmosSelected in BigWheelBettingTerminal
1 Year Ago
Even more updates mats, and a rendertexture