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126,618 Commits over 4,109 Days - 1.28cph!

1 Year Ago
WIP sending a special death info to the player when they die due to sleeping in a safe zone
1 Year Ago
merge queue_tracking -> analytics_server_profiling
1 Year Ago
Track queue size, events processed & execution time per queue per frame - bool to enable / disable it of course
1 Year Ago
Split ObjectWorkQueue out of ObjectWorkQueue<> Rename some variables to uppercase
1 Year Ago
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
1 Year Ago
merge from main -> analytics_server_profling
1 Year Ago
Adjusted motorbike fuel use
1 Year Ago
Fixed pedal bike being invisible since the LOD model update. Just assigned LOD0 for now, keeping the rest the same
1 Year Ago
Use drastically less fuel/sec on human-powered bikes. Let's not starve to death from a two minute bike ride
1 Year Ago
Working human fuel functionality for the pedal bikes. Takes from the driver's food and water instead of low grade fuel in a tank
1 Year Ago
Unsaved
1 Year Ago
Send the cargo ship patrol path to the player, render it on the map
1 Year Ago
Chromatic ab fix.
1 Year Ago
Fix
1 Year Ago
Blur method solution test
1 Year Ago
New human-powered fuel class + more refactoring
1 Year Ago
Updated wire materials, fixed the weird reflection on directional materials
1 Year Ago
Refactored colored IO lines prefab spawning
1 Year Ago
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together S2P harbor_1
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Refactored fuel system to be passing into VehicleEngineController via an interface, so that we can do fuel powered or something-else powered vehicles (e.g. pedal bikes will be human powered)
1 Year Ago
Move the ladder on the rotating crane into a new root and toggle it via an entity flag toggle so it's only visible on the crane on the shore side
1 Year Ago
Updated importer to handle different atlassing modes Added shadow pass Better shader defaults Fixed gloss/rough issue
1 Year Ago
Recycler now also RNGs out remainder of resources when crafting recipe has >1 of an item rather than rounding up
1 Year Ago
merge from main - RC
1 Year Ago
Fixed MLRS screen map stencil sometimes clipping into the players legs.
1 Year Ago
merge from favorites_fixes_2
1 Year Ago
merge from electricity_power_fixes/2/doorcontroller fixes
1 Year Ago
merge from fix_highwall_guide_clipping_movement
1 Year Ago
merge from helk_qol_01
1 Year Ago
merge from /helk_qol_01/barricade_snapping
1 Year Ago
Snapping relaxing
1 Year Ago
fixed barricade starting rot
1 Year Ago
inital pass on barricade snapping
1 Year Ago
Path invalid errors patched
1 Year Ago
Barricade always deploys horizontal rather than aligning to terrain Fixed barricade jump shot Relaxed Barricade deployment
1 Year Ago
Null check in RPC_DoPair
1 Year Ago
Fixed vendor test scene
1 Year Ago
Toast instead of chat message when attempting to pair a door you aren't authed on
1 Year Ago
merge from main
1 Year Ago
unhinged changes not going to main
1 Year Ago
Merged wire-culling into wiretool_fixes2
1 Year Ago
Fixed colored wires reverted to default color when clearing one of their segments
1 Year Ago
Cleaned up and refactored wiretool color pie menu
1 Year Ago
Update arctic suit prefab
1 Year Ago
Changed semantic slots, added UV debug mode
1 Year Ago
Fixed high wall building guide clipping through ground when movement was blocking it instead of staying on terrain
1 Year Ago
Updated wind frequencies Fixed transmission problem
1 Year Ago
subtracting 96120 Workshop Normal Map Fix