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130,620 Commits over 4,232 Days - 1.29cph!

11 Years Ago
Powerline wiring WIP
11 Years Ago
Even better without missing materials
11 Years Ago
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
11 Years Ago
Wire shader and material tweaks
11 Years Ago
a few tweaks; added lake material
11 Years Ago
Atmosphere, camera and climate settings. Flower transmission.
11 Years Ago
Fixed custom ST shader compile path below sm30
11 Years Ago
Check distance between two power poles before connecting them
11 Years Ago
Added Menu.Proxy attribute, refactored Menu attributes Crafting a key from a key lock shows resources needed, disabled properly when not enough Don't show rotation option is block can't ever be rotated
11 Years Ago
Fixed pie menu being behind tooltips Fixed beltbar behind invetnory menu Fixed loot/campfire/furnace panel sometimes missing when opening twice in a row
11 Years Ago
Pre-HDR sky test.
11 Years Ago
Added miner's hat model, textures, and prefab
11 Years Ago
Piemenu tweaks
11 Years Ago
Time of Day inspector fixes
11 Years Ago
some 3rd person animations for a handcuffed player.
11 Years Ago
Fixed reflection probe orientation with rotated sky domes
11 Years Ago
miner helmet implementation
11 Years Ago
Cleanup, minor cloud billboard fix when playing inside the editor
11 Years Ago
Fixed deepness issues; more accurate thickness; tweaks
11 Years Ago
Renamed PlaceInfrastructure to PlaceRoads Added PlacePowerlines barebones
11 Years Ago
HDR environments v0.1
11 Years Ago
latest changes
11 Years Ago
Adding scrap searchlight files (ready to go)
11 Years Ago
Fixed blendlayer not working; added very low quality mode for lod < 300 Fixed metal blendlayer sampling RG instead of RA
11 Years Ago
Added ui scale option
11 Years Ago
Major refactoring of procedural components Made ImageProcessing.Dilate2D more generic Removed the need for terrain raycasting step during load Added ProceduralObject system Added AddToHeightMap and AddToWaterMap scripts (replace raycasting) Improved cliff analysis (fixes some cases where grass would spawn midair)
11 Years Ago
Updated rock prefabs to new non-raycasting setup Retired TerrainTopology.BLENDED
11 Years Ago
Adding atlas texture and mat
11 Years Ago
Updated cave prefab to LOD grid and the new non-raycasting setup
11 Years Ago
Forced river meshes to flow downhill
11 Years Ago
Improved splat mapping of post-generation cliff detection Multithreaded post-generation cliff detection
11 Years Ago
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
11 Years Ago
Moved top tier skin lods to atlas texture, prefabs updated
11 Years Ago
Subtracted changeset 8383
11 Years Ago
Reapplied changeset 8383 but different
11 Years Ago
Changed terrain paint overlay to multiplicative so that it's visible on snow
11 Years Ago
merge from main
11 Years Ago
Changed climate blending to use calculated sunrise and sunset hours and the sun zenith angle Fixed TOD_Sky.SunriseTime and TOD_Sky.SunsetTime being off by 12 hours
11 Years Ago
Moved metal skin lods to atlas texture, prefabs updated
11 Years Ago
Updates to atlas texture
11 Years Ago
Improved sunrise / sunset time analysis Tweaked climate blending angle
11 Years Ago
Improved monument spawn filter checking
11 Years Ago
Moved stone skin lods to atlas texture, prefabs updated
11 Years Ago
Better Crafting - part 1 http://files.facepunch.com/garry/2015/May/27/2015-05-27_14-48-02.png
11 Years Ago
handcuffed holdtype meta files
11 Years Ago
Made tundras grassy
11 Years Ago
Moved wood skin lods to atlas texture, prefabs updated
11 Years Ago
merge from main
11 Years Ago
Crafting queue http://files.facepunch.com/garry/2015/May/27/2015-05-27_17-19-43.jpg
11 Years Ago
Increased road and river width Changed a bunch of stuff about how roads and rivers are generated