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126,644 Commits over 4,109 Days - 1.28cph!

34 Days Ago
Reparent notifications window Fix bug that wasnt showing link icon when a link was provided to the notifications
34 Days Ago
Convar to add test notifications
34 Days Ago
Setup Notification prefab 4 Notifications each with different icons Notification pooling system Notifications can link to steam external or internal URLS Properly overlay notifications canvas over everything else
34 Days Ago
Updated Banana Bunch Albedo Texture Map
34 Days Ago
Added missing SFX when opening/closing the fuel engine and ore pile on Giant Excavator
34 Days Ago
Fix exceptions caused by removal of meshes with less materials than submeshes
34 Days Ago
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
34 Days Ago
Working debug commands to test any items Refactoring and cleanup
34 Days Ago
Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
34 Days Ago
adjusted fairy light scale and emission
34 Days Ago
Floating cities progress / security tower b
34 Days Ago
Fix scientist returning to fast to patrol when enemy is still nearby
34 Days Ago
Add classic headshot crosshair and audio notify to new scientists
34 Days Ago
Allow other classes than BasePlayer to use headshot crosshair and audio notify
34 Days Ago
Updated Banana Bunch AO and Albedo Texture Map
34 Days Ago
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
34 Days Ago
Project lkp to navmesh before flanking, in case player is standing on a container or something else
34 Days Ago
Update: BenchScene - StartBenchmark is now a coroutine Helpful to make BiomeBenchmark setup straighforward Tests: autobench in editor
34 Days Ago
merge from main
34 Days Ago
Capsule SDF setup for shadowing foliage out of shadow range
34 Days Ago
fixed fairy light wire
34 Days Ago
merge from main
34 Days Ago
naval update > floating cities
34 Days Ago
merge from main
34 Days Ago
ship_spotlight textured
34 Days Ago
Decrease cell size, increase cells per compute
34 Days Ago
Featured weekly skin item system Added convar to simulate featured items
34 Days Ago
merge from main
34 Days Ago
Revert 123163, was not a good idea
35 Days Ago
merge from main
35 Days Ago
merge from lr300_skinnable_fix
35 Days Ago
Fixed LR 300 skinnable asset using the wrong item name, causing issues with descriptions when generating skins
35 Days Ago
merge from main -> party_system
35 Days Ago
- Makes it easier to change a scientist's weapon - Equip oilrig scientist with classic mp5
35 Days Ago
Split into multiple windows so the inspector and preview window can be resized instead of being a fixed size - allow skins to be selected with a dedicated "Preview" button until I find a hook for the ObjectFields being clicked
35 Days Ago
F1 console no longer saves the `quit` command after it's entered. Prevents you loading the game up again and accidentally quitting because it was your last-used command - I did this twice now whilst playing and trying to access combatlog!
35 Days Ago
Store featured items loaded from the manifest
35 Days Ago
Manifest
35 Days Ago
Better naming and parameters in npc shooting component
35 Days Ago
Merge from trimmed_asset_warmup
35 Days Ago
Pull hardcoded asset references from scripts too
35 Days Ago
Merge from main
35 Days Ago
Simplify scientist shooting logic
35 Days Ago
New bulb models
35 Days Ago
Enable maintainMaxCondition on a bunch of deployables. (They could previously lose max condition when repaired in the repair bench, this has no effect on deployables since they are always full health when placed)
35 Days Ago
Adjusted the single shelf pick up volume so it can be picked up when deployed above TC's, WB's etc...
35 Days Ago
Super simple notifications window blockout
35 Days Ago
35 Days Ago
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35 Days Ago
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