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127,599 Commits over 4,109 Days - 1.29cph!

1 Year Ago
Snowmobile orientation fix
1 Year Ago
Adjusted container crane movement so that the ship mast doesn't clip with the hanging container
1 Year Ago
LODs progress
1 Year Ago
spawn.cargoshipdockingtest no longer needs a parameter if only one harbor is present on the map Fixed bridge spawn curves on both harbors by implementing a new UseToggleMode option on the proximity manager When this new mode is enabled you can use a constant curve mode and the entity will move over time to match the desired point, this allows the bridge to continue to move even when the cargo ship has come to a rest Fixed swing bridge not marked dynamic LOD Fixed new cranes missing metal bullet impact fx
1 Year Ago
Fixed misaligned harbor drop points
1 Year Ago
Fixed swing bridge not swinging on harbor_1 Fixed ramps on both sides of the swing bridge swinging with the bridge S2P both harbors
1 Year Ago
Cam presets missing meta
1 Year Ago
Cam presets
1 Year Ago
Unsaved cine mat setups for minigun
1 Year Ago
Merge from minigun_2024
1 Year Ago
Merge from 94459 + 94561
1 Year Ago
Materials
1 Year Ago
Handling tweaks
1 Year Ago
Added a collider to the arm piece that grabs containers on the crane Fix container dressing prop LODs not marked as dynamic
1 Year Ago
Further handling work. No longer need smoothSteerAngle var.
1 Year Ago
Merge from harbor_tweaks_4_cargoship
1 Year Ago
Merge from main
1 Year Ago
Undo acciddental bootstrap physics edit
1 Year Ago
Improved bike handling
1 Year Ago
Add sidecar bike to my test map
1 Year Ago
Ensured trigger is set properly on one of the harbor 1 cranes - prevents flyhack kick
1 Year Ago
Added a more accessible harbor 2 cargo path
1 Year Ago
Push prefab
1 Year Ago
fixed ramp/bridge mesh overlapping when rotating
1 Year Ago
updated swing bridge
1 Year Ago
progress
1 Year Ago
Add LOD fading integration
1 Year Ago
Added SSS support - doesn't pass through to deferred stage but compiles
1 Year Ago
Add `ui_pool_max_list_size` convar to fix UI instantiation lag until unity 2022 Set default max list size to 1,000 Don't pool any lists > 1k
1 Year Ago
minigun spin + gunshot sound WIP
1 Year Ago
Running all speed tree animation off of one clock with various sub-element oscilations now calculated in shader, to make support for motion vectors easier. More work needed to see if this isn't duplicating effort.
1 Year Ago
Fixed Fluid Switch Pump being unwirable
1 Year Ago
Screen content iteration. Oscilloscope.
1 Year Ago
Fixed incorrect terrain height in harbor 1
1 Year Ago
Reserialized materials
1 Year Ago
Re-add text null check
1 Year Ago
Subtract broken prefab
1 Year Ago
Re-enable tooltip text for single vendor names
1 Year Ago
Replaced old cranes in harbor_2 Replaced old portacabin meshes in both harbors Added doors to all portacabins in harbor_2 Fixed missing ladder trigger in harbor_2 Moved one of the light switches to the rooftop in harbor_1
1 Year Ago
Merge from bradley_scientists
1 Year Ago
Updated stationary scientist AI design. Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
1 Year Ago
Fix nexus map not appearing until you close and reopen it
1 Year Ago
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
1 Year Ago
Change the zone details on nexus map to use flex layout Use a separate prefab for the zone labels on the details panel vs. the map markers
1 Year Ago
Merge from main -> 2022_3_20f1
1 Year Ago
Stationary design update
1 Year Ago
Added support for LOD cross fade
1 Year Ago
Added a stationary AI design and fille. Updated Bradley scientist prefabs to reference it as an additional design.
1 Year Ago
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
1 Year Ago
moved screen back more