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134,890 Commits over 4,324 Days - 1.30cph!

3 Minutes Ago
second pass on environment volumes
8 Minutes Ago
wip comps box
60 Minutes Ago
first pass on environment volumes
1 Hour Ago
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1 Hour Ago
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
1 Hour Ago
Small hue tweak.
1 Hour Ago
Fixed a regression in the PT boat emission.
2 Hours Ago
merge from fix_scientists_not_wounding
2 Hours Ago
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
3 Hours Ago
merge from naval_update
3 Hours Ago
Charcoal Comp Box - Final lowpoly, bake, WIP textures
3 Hours Ago
Fix State_Playtanimation NRE
3 Hours Ago
Component Ammo Box - Moved and updated textures, set correct resolution
3 Hours Ago
Tweaked all tropical trees minigame marker data, some of them were off
3 Hours Ago
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
3 Hours Ago
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components - Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale - Deep sea now enable scale networking on its trees Fixed the collision issues and tree minigame not working S2P all tropical islands
4 Hours Ago
CodeGen
4 Hours Ago
If streamermode is enabled then turn off RHIB screens
4 Hours Ago
Pool fix
4 Hours Ago
centred floating_city_3 terrain properly, rebaked shore vectors
5 Hours Ago
Merge from deepsea_closed_fail_missions
5 Hours Ago
Small code fixes Rebuild phrases
5 Hours Ago
50cal and cannon updates
5 Hours Ago
Minor adjustments to walk around distance
5 Hours Ago
- Show tooltip if you try to reload the turret whilst its full - Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
5 Hours Ago
merge from main
5 Hours Ago
Codegen and compile fixes
5 Hours Ago
Merge from naval_update
5 Hours Ago
Merge from main
5 Hours Ago
apartments building facade, atrium and corridors progress
6 Hours Ago
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6 Hours Ago
merge from indirect_instancing
6 Hours Ago
Mark Indirect Instancing as DeveloperOnly
6 Hours Ago
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Today
Fix new scientists killing players without wounding them first
Today
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
Today
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Today
Disabled tree minigame for palm_tree_tropical_short_e - too small
Today
Tweaked floating city 3 shore vector volumes S2P
Today
fixed native pixel data using wrong format, should've been half4 not just Color
Today
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
Today
paintball gun no longer researchable
Today
Cannonball textures from 5.3mb to 0.6mb.
Today
Minor deep sea code cleanup
Today
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Today
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Today
Reserved flag fix (7 to 8 for flare)
Today
Fix occupied seats not working after a vehicle is copy pasted
Today
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Today
Signal computer mesh read/write for col.