reporust_rebootcancel

138,356 Commits over 4,352 Days - 1.32cph!

1 Year Ago
merge from softcore_update/bag_changes
1 Year Ago
Added Colliders for Water Treatment Tank
1 Year Ago
Some refactor and allow non-admins to use commands.
1 Year Ago
Desal tank collider update
1 Year Ago
Refactor some checks to use IsInCreativeMode instead of manually checking for all users or flag. Clamp radius command distance.
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Adding test piper nigrum files due to working in office this week (WIP - will clean up once finished)
1 Year Ago
Merge from main
1 Year Ago
drawcolliders now works in demos
1 Year Ago
Cleanup pass on all dart projectiles, removing disabled wooden model and centering correctly.
1 Year Ago
zigg scene backup, relinked props to prefabs
1 Year Ago
fixed layer on IBC prefab, condensed the ibc_a prefab into a single object
1 Year Ago
desal tank - resized some textures (AO, LOD) fixed prefab layer, loding distances
1 Year Ago
Tweaked water treatment tank prop material settings Deleted greybox Created a mesh lod prefab
1 Year Ago
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1 Year Ago
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1 Year Ago
Add normals and tangents to binned vert data, restructure foliage vertex shader to handle wind, fading and displacement with instancing (also might have improved edge masking), add optional vertex data macros to make passing data easier and reducing redundant calculations
1 Year Ago
Merge from workshop_scene_qol
1 Year Ago
Delete WorkshopMeshExporter class, this will be handled manually by artists going forwards
1 Year Ago
Fixed viewmodel hands appearing red in workshop scene, will now match the spawned player preview (and is updated when the preview is randomised) Removed all SendMessage and BroadcastMessage usage in the workshop preview system, now uses new interface methods for better future proofing
1 Year Ago
Merge from main.
1 Year Ago
Material optimizations. Moved Code lock light bulbs from a mesh to a fresnel opacity'd quad, to fix distance flickering when not using temporal AA.
1 Year Ago
Removed logic that was deleting LODS in workshop editor
1 Year Ago
Merge from main
1 Year Ago
Merge from fluid_io_fixes
1 Year Ago
Damage effects. Added low/high power FX differences. Final polish.
1 Year Ago
Fixed editor warnings when inspecting IO entities due to accessibility settings not being loaded in edit mode
1 Year Ago
Add server.useLegacySprinklerLoadProcess, can be set to true to revert to the old sprinkler load process in case the new process has issues
1 Year Ago
When reloading a save don't reset the IsOn state for sprinklers
1 Year Ago
Removed UpdateWorldmodelOutlines context button option on WorldModelOutline, looks like it was used at one point to upgrade all world models in the project and is no longer needed Exposed the Setup context option as a button as it seems to work fine and could save a few clicks when setting up world model outlines
1 Year Ago
Merge from midi_macos_rebuild
1 Year Ago
Added WM
1 Year Ago
Updated Textures and Materials
1 Year Ago
Various fixes / polish.
1 Year Ago
Have croc always use max speed if it's charging in water, as it doesn't get tired easily like on land
1 Year Ago
Reduce volume of croc swimming fast
1 Year Ago
- Tiger will only flee if aimed at precisely, incentivizing trying to spot the tiger after a growl instead of just aiming in general direction then forgetting about it - Tiger will not flee if aimed at with a melee weapon other than the spear - Tiger will only flee if aimed at from a long distance, else it'll just commit to a charge, incentivizing walking away first if tiger is too close
1 Year Ago
Disable client predicted catching for now
1 Year Ago
Way more accurate landing point logic
1 Year Ago
Client predict catch logic
1 Year Ago
atmosphere experimentation
1 Year Ago
Prevent crocs from swimming in too shallow water / alternating too fast between swimming and not swimming
1 Year Ago
Adjust croc population to account for the fact they can only spawn in select places Slightly reduce tiger population
1 Year Ago
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
1 Year Ago
Create sleeping bag corpse as a variant of the normal sleeping bag prefab - keeps all respawn prefab setup identical
1 Year Ago
Fix corpse not being spawned from `ent kill` after refactor
1 Year Ago
Fix compile errors
1 Year Ago
Reassign all the corpse references since the field name was changed
1 Year Ago
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity` - rename methods like `DropCorpse()` -> `DropDeployableCorpse()` - keep it seperate from normal animal & player corpse code