reporust_rebootcancel

127,449 Commits over 4,201 Days - 1.26cph!

33 Days Ago
Manifest
33 Days Ago
Merge from parent
33 Days Ago
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
33 Days Ago
merge from hot_air_balloon_mark_users_hostile
33 Days Ago
merge from meta_shift
33 Days Ago
Fixed clutter spawns.
33 Days Ago
Tropical ground foliage spawntable stuff
33 Days Ago
Manifest
33 Days Ago
Clutter debug
33 Days Ago
Merge from naval_update
33 Days Ago
Progress.
33 Days Ago
merge from main
33 Days Ago
Start and end game phase on the timeline based on when you're in a server or not
33 Days Ago
Merge from main
34 Days Ago
Tweaks.
34 Days Ago
Finalized sans clutter spawns
34 Days Ago
Collision fixes. Scene stuff.
34 Days Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
34 Days Ago
Dressing
34 Days Ago
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35 Days Ago
Merge from blueprint_unlock_fix
35 Days Ago
Fix for workbench tech tree appearing fully unlocked, woops
35 Days Ago
Fix steering and gas pedal hallucinations
35 Days Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
35 Days Ago
▉▉▆▍▄ ▉▌▊▆▋▄▌▄ - ▄█▄▋▌▊▆ ▋▌▋▄▇, ▉▆▇█▊█▍▅, ▆▌▄▅▋ ▍▍▊▉█▉▆▅▍, ▌▊▄▄, ▋▄▆▆ ▋▋▅▊█▆█▅▉▇ ▄▋▋▅█, ▍▄▍ ▋▉▅▇▅▌▅▉
35 Days Ago
▄▆▉▋▉▊█▅ ▄▇▆▄▇▉ - ▋ █▇▆ ▊▌▊▉▉ :▋▆▍█:
35 Days Ago
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35 Days Ago
▍▄▋ `▌▋` ▅▊▅▊ ▌▇ ▍▉█▍▍▊▋▉ ▆▄▉▍▇, ▌▇▍▆▅▊▉▊▅ ▅▅▌▍▇▅ ▅▌▅ ▊▄▊▋▆▋▅▇█▉ █▆▆▇. ▅█▄█▅ ▇▄▍ ▇▊▌█▇ ▅▍▇▊ ██▍▍▌▋ ▄▄▆▅▋▅▄ ▅▍▌▌▊▉▆▊▍█▅▊▊▍▍▌, █▍█▄▌▄▋▇▇▆▋▍▇▍▅▇▌, ▆█▍▉▉▉█▄▍▉▄▋▇▆▋▅▆▌▅, ▆▄▆▅▅▉█▇▌▇▇▍▆▌▌▇█▍▆▌█▄▄▌▉▋▉▄▄▍ - ▋▄▅▄▄▋▄▇ ▋▄▄ ▅▊▋▊ ▉▋▍▉ ▌▆▆▄ ▍▋▆ ▄▇▊█▄ █▇ ▌▉▆▌ ▆▋▅▇▅▅▆ ▋▆ █▇▆ ▍▄▉▉▆▊ ▉▄ ▅▆▋ ▊▋▋▇▄▊▌ ▋▅▇ ▊█▅█▉▅▄▌ ▅█▌ ▊▄▊▇█▍▄▅. ▍▆▊▍▄ █▉▇▌ ▅▅█▊▅▍▇▉.
35 Days Ago
merge from main
35 Days Ago
Nature dressing. Tree tweaks.
35 Days Ago
merge from drone_storage_slot
35 Days Ago
merge dynamic_environment_volumes to naval_update
35 Days Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
35 Days Ago
corrected inherited velocity used to throw projectiles, may want to dampen this still
35 Days Ago
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
35 Days Ago
Fix compile errors
35 Days Ago
▌▋▇▉█▇█▊ `▉▊▍████▇▅▆-▌▉▋█▊▊▇▆█▌.▆█` `▇▄▄▉█▋▆▇▌▍_▊▆▇` ▅█▋▋▇▋▄▉ ▆▆ ▅▆█▄▊▅▆▌ ▊█▄▇▌▇▍▄▋ `▄▌` █▍▍▉ ▅▉ ▅▊▉▅▅▅▍▄▋▍ ▆▄▊▉▅ ▊▄▍▌▆▌▊▇▌▆ ▍▄▊ ▋▇▅▋▆▉▉ ▉▋ ▊▉▆ ▄▆▄█▊▄▄█▋▌ ▌▍▋▌, ▊▉▆▊▌ ▅▄▆▆█▌▉▋ ▄▄▊▍ ▇█▉ ▆▉▉▍▆▆▌▉ ▍▍█▅▍█▌. ▍▆▄▌▇ ▅▋▍▊▊▄▇▍. █▄▍█▉ ▅▊▄▄▇.█▊▆▉▇▇▍▊▉ ▇▆▄█▌▉▄. ▇█▊▌▆ ▅▍▌▅▌▄▍▊▌
35 Days Ago
PrefabIDs, manifest.
35 Days Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
35 Days Ago
Allow full stop in seek state
35 Days Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
35 Days Ago
merge from climate -> deep_sea
35 Days Ago
fix HUD Vitals sorting layer overriding prefab value
35 Days Ago
Use 2D Distance instead Compile fix
35 Days Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts