reporust_rebootcancel

153,544 Commits over 4,536 Days - 1.41cph!

6 Years Ago
Profile GetBestRoamPoint
6 Years Ago
More loot/trigger/miscfixes stuff
6 Years Ago
clear any invokes first in SetUsedBy
6 Years Ago
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
6 Years Ago
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Add main entity to spawn different terminals
6 Years Ago
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6 Years Ago
Converted jackhammer textures from core/generic workflow to the specular workflow.
6 Years Ago
Water treatment plant final pass
6 Years Ago
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6 Years Ago
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6 Years Ago
jackhammer skinnable test
6 Years Ago
Refinery pass
6 Years Ago
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6 Years Ago
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6 Years Ago
Bunker textures/materials tweak -ezmeow
6 Years Ago
Satdish Island pass
6 Years Ago
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6 Years Ago
More fixes, more loot
6 Years Ago
More general loot stuff WIP. Better loot quality bias for stuff deep inside radtowns, vs stuff that is simply sitting on their surface. Worked a few ultra rare elite crate spawns into relevant high risk places.
6 Years Ago
Probable fix for if BaseFollowPathState starts running before nav data
6 Years Ago
Monument AI conversion tool now replaces old bandit guard prefabs with the new one. Manifest.
6 Years Ago
new bandit guard prefab, setup, starting point AI design/config.
6 Years Ago
Remaining Site B pass
6 Years Ago
Bandit town test scene
6 Years Ago
Loot/Trigger/Rad/etc pass backup. Small terrain fixes.
6 Years Ago
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6 Years Ago
rename scene
6 Years Ago
merge from outpost
6 Years Ago
merge from main
6 Years Ago
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6 Years Ago
camper module - adding gibs/setup, fix collider conditional, setting physic material definition