reporust_rebootcancel

128,313 Commits over 4,201 Days - 1.27cph!

29 Days Ago
merge tropical1_prefab to deep_sea
29 Days Ago
Setup s2p for tropical1, bake the prefab
29 Days Ago
Imported audio files for the boat wheel deployed,ui grab, ui drop, turn loop, start turning, stop turning. Implemented those in code into the file SteeringWheel.cs.
29 Days Ago
Bake terrain mesh with LODs for tropical_1
29 Days Ago
Shadow cascades are now set to a minimum of 2 to minimize light leaking
29 Days Ago
Disabled map in the deep sea
29 Days Ago
Merge from naval_update
29 Days Ago
29 Days Ago
merge terrain to mesh utility into deep_sea
29 Days Ago
29 Days Ago
merge from naval_update/deep_sea/portal_effects
29 Days Ago
merge from naval_update/deep_sea
29 Days Ago
Merge from boat_building
29 Days Ago
Added a list of prefabs for islands and cities instead of using paths
29 Days Ago
Merge from parent
29 Days Ago
Codegen
29 Days Ago
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
29 Days Ago
merge from naval_update
29 Days Ago
Phrases update
29 Days Ago
Compile fix
29 Days Ago
Fixed phrase conflict in PickupErrors
29 Days Ago
Merge from main. (taking oilrig changes from main)
29 Days Ago
naval_update -> naval_update/gun_turret
29 Days Ago
Merge from monument_notification_sounds
29 Days Ago
Increment network protocol for new RPC's
29 Days Ago
Bug fix for a selection of player update animations
29 Days Ago
Merge: from main
29 Days Ago
Restore changes
29 Days Ago
Merge from main
29 Days Ago
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29 Days Ago
commit of annoying material list that keep modifying until committed
29 Days Ago
FC2 scene to prefab
29 Days Ago
disabling lightgroupattime throughout for now
29 Days Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
29 Days Ago
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29 Days Ago
merge from dome_diesel
29 Days Ago
2 Dome diesel spawns moved to puzzle
29 Days Ago
commit of annoying material list that keep modifying until committed
29 Days Ago
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2 added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
29 Days Ago
subtract 132375 132374
29 Days Ago
subtract 132376 merge from monument_notification_sounds
29 Days Ago
merge from monument_notification_sounds
29 Days Ago
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29 Days Ago
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29 Days Ago
merge from satdish_puzzle
29 Days Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
29 Days Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
29 Days Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
29 Days Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator