reporust_rebootcancel

128,173 Commits over 4,201 Days - 1.27cph!

46 Days Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
46 Days Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
46 Days Ago
re-enable collision with dropped items after short timeout
46 Days Ago
merge from main
46 Days Ago
added foliage displacement to the drone because I kept losing them
46 Days Ago
Merge other fixes from /indirect_instancing
46 Days Ago
Rebase on /main
46 Days Ago
Merge build fix from /indirect_instancing_fixes
46 Days Ago
Restore constant that I removed because I was an idiot.
46 Days Ago
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46 Days Ago
Casino progress Medical barge fixes Fixed broken collider in corrugated_sheet_1x2_c prefab Created no-seaweed lobster trap prefab Slight progress on improvised walkways LODs
46 Days Ago
updated the chainsaw PORC (player override controller)
46 Days Ago
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46 Days Ago
merge from naval_update
46 Days Ago
merge from naval_update/deep_sea
46 Days Ago
Merge from /indirect_instancing_fixes
46 Days Ago
Rebase on /main
46 Days Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
46 Days Ago
updated 3p chainsaw anims with correct idle head position
46 Days Ago
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel 4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next. Tests: regenerated and visualized cache
46 Days Ago
merge ghost_ship_bugfixes to naval_update
46 Days Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
46 Days Ago
fix attachpoint assignment, was getting stomped when loading entities from save
46 Days Ago
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
46 Days Ago
Spike Trap SFX fixes and material properties.
46 Days Ago
blueprint fragment world model setup
46 Days Ago
PT LOD Progress
46 Days Ago
Remove decals from server ghostship prefab
46 Days Ago
merge from main
46 Days Ago
basic and advanced blueprint world models
46 Days Ago
Optim: ServerOcclusion - convert rest of narrowphase to Burst - Replaced couple NativeList inside TestInsideTerrain with NativeArray to avoid 2GB limitation. Need a different solution for 7k maps 4.7k world generation time went from 130s -> 69s. Longest part is OcclusionIncludeRocks now (47s) Tests: regenerated occlusion on 4.7k world, then visualized the grid
46 Days Ago
Merge from naval_update
46 Days Ago
Replace all ghost ship line IO entities with static wires
46 Days Ago
merge form meta_shift
46 Days Ago
potental fix for spike trap ground watch not working in standalone but working in editor
46 Days Ago
meta_shift -> main
46 Days Ago
Switched military tunnel no build to sphere Added more loot spawn variation, compared to other monument, it was always the exact same spots Loot location shuffle Elite loot unaffected s2p
46 Days Ago
When changing into wait state then take the foot off the throttle
46 Days Ago
Compile fixes
46 Days Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
46 Days Ago
Merge from sails
46 Days Ago
merge ghostship_bug_fixes to naval_update
46 Days Ago
Bump cull range on buoyancy, raise buoyancy to make it easier to climb ghost ship ladders.
46 Days Ago
Compile fixes
46 Days Ago
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
46 Days Ago
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider