reporust_rebootcancel

130,103 Commits over 4,232 Days - 1.28cph!

2 Years Ago
merge from industrial_pipe_log_spam_fix
2 Years Ago
merge from waterpistol_anim_fixes
2 Years Ago
Added basic placeable shelter.
2 Years Ago
SuperTea farming buff, removed health effect
2 Years Ago
Don't spawn water junk piles under boats
2 Years Ago
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2 Years Ago
viewmodel prefab fixes
2 Years Ago
Junk piles manually trigger UpdateSurroundings when destroyed
2 Years Ago
Added frontier and gingerbread to list of skins for skin/upgrade radius commands.
2 Years Ago
Some cleanup
2 Years Ago
Show a blue placement flag whilst sweetspot detecting, before real flag is spawned. More lenient sweetspot. Added a spawn radius buffer. Increase UI lerp speed.
2 Years Ago
radiation volumes interactive props
2 Years Ago
environment volumes and veils setup placed individual props/structures back scene hierarchy cleanup
2 Years Ago
merge from fix_skin_item_sfx
2 Years Ago
merge from fish_pool_fix
2 Years Ago
Blink sweetspot notches when in sweetspot range. Colour tweak.
2 Years Ago
merge from tc_storage_adaptor_fix
2 Years Ago
merge from trophy_on_fix
2 Years Ago
merge from conveyor_build_fix
2 Years Ago
cherrypicking multi_tea_fix
2 Years Ago
Separate long range & sweetspot bars. Calc tweaks. Increased UI lerp speed.
2 Years Ago
merge from main
2 Years Ago
Temp placement effect for flag. Source tweaks.
2 Years Ago
merge from fix_wire_tool_reconnect + fix_wire_reconnect_nre
2 Years Ago
merg from CorpseVehicleCollisionFix
2 Years Ago
merge from report_name_fix
2 Years Ago
merge from rail_network_link
2 Years Ago
merge from base_decor_DLC
2 Years Ago
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
2 Years Ago
Moved IK settings on Held entities into a dropdown Moved disable spine IK and disable head IK into the held entity Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
2 Years Ago
Fixed multiple tea and pet vital bars appearing (we should modify GameUI.Hud.Vitals in future instead of adding vitals in parent prefabs)
2 Years Ago
Split different IO budget systems into specific queues by type. This should allow servers to maintain responsive monument IO even if something player deployed is throttling the IO queue. Removed IOEntity.framebudgetms convar Added IOEntityconvars: -frameBudgetElectricHighPriorityMs (default 1ms) -monument IO entities -frameBudgetElectricLowPriorityMs (default 0.5ms) -all player placed electrical entities -frameBudgetFluidMs (default 0.25ms) - all player placed fluid entities -frameBudgetKineticMs (default 1ms) - a small selection of monument entities like door wheels -frameBudgetGenericMs (default 1ms) - currently unusued -frameBudgetIndustrialMs (default 0.25ms) - all industrial entities (this is separate from server.frameBudgetIndustrialMs where most of the work happens, hence the small budget)
2 Years Ago
Added 3 additional stone tiled cube prefabs
2 Years Ago
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2 Years Ago
Basic item and icon setup.
2 Years Ago
Viewmodel renderer setup
2 Years Ago
Added icon render scene to scene loader.
2 Years Ago
Merge in main
2 Years Ago
breaking down the interior greybox into task folders/individual meshes
2 Years Ago
merge from main
2 Years Ago
Hackweek backup
2 Years Ago
updated ironsights
2 Years Ago
fixed offset in gingerbread roof top line concave conditionals
2 Years Ago
continuity improvements on gingerbread roof meshes features
2 Years Ago
removed conditional wood topping on gingerbread triangle roofs
2 Years Ago
gingerbread triangle roof blocks pivot offset fix
2 Years Ago
some extra frontier roof colliders fix
2 Years Ago
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2 Years Ago
Move tutorial island in slightly to prevent getting out of bounds killed on proc gen maps
2 Years Ago
Fixed in terrain checks not working on tutorial island