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123,995 Commits over 4,171 Days - 1.24cph!

3 Years Ago
adding renderer batch script to queue barriers replacing the models by prefabs in the scene ferry drawbridge update with wip model
3 Years Ago
Added pipe wrench tool for industrial pipes - added viewmodel and prefab - added world model w/ lods and prefab - material and textures
3 Years Ago
slide state changes for p17, SAP, and m92 (wip)
3 Years Ago
data tweaks
3 Years Ago
more AI data
3 Years Ago
first pass AI data
3 Years Ago
merge from ai (still wip)
3 Years Ago
fix AI cover directions in dwellings
3 Years Ago
mp5 not chainsaw
3 Years Ago
Fix gingerbread agent type and walkable mask
3 Years Ago
wip AI conversion for gingerbreads code gen
3 Years Ago
Added gibs to gingerbread wooden crate
3 Years Ago
Generate the pipe meshes in a threaded job (non-burst unfortunately)
3 Years Ago
Disable underground layers for network visibility grid Recalculate network groups for entities when loading saves
3 Years Ago
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3 Years Ago
Fixed one rowboat mount point not working
3 Years Ago
Lighting pass on Bandit WIP
3 Years Ago
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3 Years Ago
Create, size and init an AIInformationZone for dungeon instances. AIInformationZone can be manually init'd.
3 Years Ago
dwelling prefab spawns gingerbread man
3 Years Ago
Xmas tunnel entrance mound
3 Years Ago
Updated albedo texture for gingerbread barricades and gingerbread wooden crate
3 Years Ago
Made chocolate trims texture brighter Added more padding Tweaked chocolate UVs on the entrance
3 Years Ago
Run "Autofill MapRenderers" on all the xmas dungeon cell prefabs so they will render on the map
3 Years Ago
Merge from dungeon_map
3 Years Ago
Created LODs and proper colliders for the xmas tunnel entrance Set collider type to gingerbread
3 Years Ago
Fix dungeon map layer not re-rendering when switching to a different dungeon
3 Years Ago
Add dungeon map layer button to map UI Auto disable dungeon map layer when no longer in a dungeon Fixes to get the dungeon to actually show up on the map
3 Years Ago
rebuild bandit town xmas prefab , re nested prefabs, created individual ice roof per building, S2P
3 Years Ago
Merge from water5
3 Years Ago
more cleanup/refactor/wip
3 Years Ago
some fixes, more wip, codegen
3 Years Ago
Added queue barrier
3 Years Ago
some cleanup / deletion
3 Years Ago
more grid wip
3 Years Ago
Tweak
3 Years Ago
Fixed issues with submarine transitions. Added window shader materials etc.
3 Years Ago
Adjustments
3 Years Ago
S2P'd fishing ABC
3 Years Ago
Further optimized A. Renamed some xmas monu prefabs for naming consistency.
3 Years Ago
Reverted this variant of the xmas light strip to fix missing embedded lights, and reapplied the batching script
3 Years Ago
Further optimization on C
3 Years Ago
Village B bounce light pass and light optimization. Static advent star LOD distance tweaks
3 Years Ago
Restored Petur's caboose minilights. Issues with CullingVolume cured.
3 Years Ago
Progress on adding a new map layer for dungeons
3 Years Ago
Removed the 'bugreporter' key bind from the key bind options menu - it's unused anywhere in the project. Note this is NOT the F7 report key, which is functional but cannot be rebound.
3 Years Ago
Don't bother checking keycode FX if the whole object is disabled
3 Years Ago
Merge Main -> QOL Dec 22
3 Years Ago
No detail alpha by default for CarKeypad material
3 Years Ago
Car keypads now look progressively more damaged, like the main vehicle does