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128,799 Commits over 4,232 Days - 1.27cph!

2 Months Ago
Ocean shoreline wetness fix
2 Months Ago
updated the cranes and radars onboard ghost ships to prefabs set layer to world on spinny radars
2 Months Ago
final LOD bakes for the ghost ships, double res + downsampling for quality
2 Months Ago
Added ground watch to ceiling light and Chandelier
2 Months Ago
naval_update -> scientist_boat_ai
2 Months Ago
take 2 on tentative pooling fix for mannequin posing
2 Months Ago
subtract commit 129922, includes extra files
2 Months Ago
tentative pooling issue fix for mannequin
2 Months Ago
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
2 Months Ago
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
2 Months Ago
Player built boats can now enter the deep sea: TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock
2 Months Ago
merge from naval_update to get the latest TriggerRadiation.cs
2 Months Ago
More post merge fixes. Restored naval items/phrases. New test save for deep sea boat testing.
2 Months Ago
Tropical cliff files.
2 Months Ago
Updated Plushie 02 textures and materials, rendered new icon
2 Months Ago
Tropical cliff variant.
2 Months Ago
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2 Months Ago
Manifest after merge
2 Months Ago
fix censornudity convar NRE with mannequins
2 Months Ago
fix weird circle in sky if vclouds are never enabled and there's sky rotation applied
2 Months Ago
fix for client colliders on deployables breaking server PlayerBoat (listen server only) - BoatBuildingBlock reports added children to parent entity and brute-force ignores children between client/server, bit gross but works for now
2 Months Ago
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2 Months Ago
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2 Months Ago
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
2 Months Ago
Remove alloc in ExtractMesh
2 Months Ago
enabled shadows on sleeping bag model
2 Months Ago
rename and reorganise media
2 Months Ago
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2 Months Ago
Phrases
2 Months Ago
Add more media for exhibit pack
2 Months Ago
Check for storage adaptor too
2 Months Ago
Merge from naval_update
2 Months Ago
subtract Attackheli_Buildvolume 129549
2 Months Ago
merge from string_light_batching_crash
2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
merge from spotlight_research/Chandelier_power
2 Months Ago
Merge from deep_sea
2 Months Ago
2 Months Ago
Fixed incorrect pickup message
2 Months Ago
Fix wall cabinet being able to be picked up when locked
2 Months Ago
Fixed the ceiling light top bleed Fixed secondary light being a different color Removed distance flare (not used for player spawned stuff) Slightly lowered LOD cull distances as they were carried from some static lights. Small polish on light/shadow settings.
2 Months Ago
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from main