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135,703 Commits over 4,324 Days - 1.31cph!

4 Days Ago
missing connection in tech tree, swapped some items around based on scrap cost
4 Days Ago
prefab setup (wip) for the uzi
4 Days Ago
Fix trailer having no wheel friction
4 Days Ago
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
4 Days Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
4 Days Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
4 Days Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
4 Days Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
4 Days Ago
Biome stuff backup
4 Days Ago
merge from main
4 Days Ago
use standard shadowmaps to prevent leaking
4 Days Ago
merge from main -> hackweek_trailers
4 Days Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
4 Days Ago
Add skins to source prefabs
4 Days Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
4 Days Ago
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4 Days Ago
Fixed some bugs with the default inputs and invoke method node
4 Days Ago
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
4 Days Ago
Added coiled model for the hose tool world model prefab
4 Days Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
4 Days Ago
Apartment complex b greybox update
4 Days Ago
Simplify prefab pre processing error (to get more info on this build issue)
4 Days Ago
When PrefabPreProcess fails on an object - attempt to dump its name Try and get the path in a try/catch block so it doesnt NRE and stop the build
4 Days Ago
Added copy/paste support
4 Days Ago
Additionally added coiled model for the wire tool world model prefab https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
4 Days Ago
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
4 Days Ago
Some minor tweaks to prevent it bouncing on the edges between colliders Not perfect but will do for the playtest
4 Days Ago
removed world model outline script that didnt work anyway
4 Days Ago
More player head seed work
4 Days Ago
Can use ball without tee remove a bunch of logs
4 Days Ago
Messy set of bug fixes so i can do one final check before builds
4 Days Ago
cobalt ball tint mask
4 Days Ago
Disable golf tee killing balls if you dont swing off the tee. Was causing
4 Days Ago
removed normal map from detail layer on golf balls
4 Days Ago
golf hole super rough textures
4 Days Ago
Added import/export buttons
4 Days Ago
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
4 Days Ago
Swapped interaction icons to something better than crosses everywhere
4 Days Ago
Add random golf ball colours
4 Days Ago
merge from main
4 Days Ago
Fix bug when trying to tee off from the golf tee
4 Days Ago
Created a new coiled world model for data cable when on the ground, updated prefab.
4 Days Ago
added in new rock golf ball
4 Days Ago
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
4 Days Ago
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
4 Days Ago
shortened plant prefab names
4 Days Ago
folder reorganisation vol1
4 Days Ago
Golfcart visuals
4 Days Ago
Recommitting name changes to minigolf deployables
4 Days Ago
- Swap terrain convar lodFactor with lodGlobalScale - GlobalScale effects cell counts between each LOD level - Add LOD cell extent sliders for each individual LOD level - Simplify instance offsets calc - Adjust culling for new terrain cell sizes