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129,227 Commits over 4,140 Days - 1.30cph!

1 Year Ago
disabled shadow proxies on Launch site factory prefabs, walkways prefabs converted remaining walkway prefabs to MeshLOD
1 Year Ago
Add wolf bark before coordinated attack, add proper death state
1 Year Ago
plane updates - non-control surfaces use a different lift curve - adjusted curves - mouse input for pitch/roll, keys for yaw - debug csv output for surface values against different AoA - added testing scene
1 Year Ago
nope - doesn't work
1 Year Ago
playing with shadow proxies for master house shadow flicker
1 Year Ago
fixed cctv name spelling mistake
1 Year Ago
Fairy lights: Light bulb generation tweaks Spawn a real point light at each point Minor fix on the xmas light deployer
1 Year Ago
Add wolf howl
1 Year Ago
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1 Year Ago
Clean: fixing depr warnings in Scripts/Effects It's all just ParticleSystem module usage additions. 39 warnings to go. Tests: none, trivial changes
1 Year Ago
Clean: fixing depr warnings in Scripts/Game/ - SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab - More ClientRPC(RpcTarget) usage - More ParticleSystem module usage - CreatorGibSpawner now caches and restore entire Random state when changing seed - prefabAssetPath -> assetPath Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same. About 55 left
1 Year Ago
Fix titles for the dlc
1 Year Ago
DLC icons, colours and prefab updates
1 Year Ago
Make fsms easier to edit by exposing them on the prefab
1 Year Ago
merge from cliffs
1 Year Ago
changed minimum sizes for unique environments procmap spawns canyons 3500+ lakes 3000+ oasis 2000+
1 Year Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
1 Year Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
1 Year Ago
hid the barrier at the gates as it often floats on some seeds
1 Year Ago
Fixed offset in vehicle mountable gizmos
1 Year Ago
radtown s2p
1 Year Ago
cleared a blocker in master house bedroom added back missing ceiling lights in off variants in storage building large detached the barriers from front gates to allow AI vehicles through cleared a wider pathway for AI vehicles to drive through town raised mud tracks slightly to cope with procmap weirdness by the roadside
1 Year Ago
Merge from main
1 Year Ago
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
1 Year Ago
Fixed some more custom mode edge cases Fixed condition sorting not producing deterministic results when comparing items that don't have condition WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
1 Year Ago
Styling
1 Year Ago
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages For when you need to sort your Pierres from your Bois
1 Year Ago
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)
1 Year Ago
Office Ceiling A material/texture pass.
1 Year Ago
Added a way to opt out of automatic sorting, enables a button on the container to sort instead
1 Year Ago
Deployable industrial fluorescent lights
1 Year Ago
Deployable string lights tests
1 Year Ago
Fixed sorting settings not getting immediately applied on the client side when changed
1 Year Ago
More custom fixes
1 Year Ago
Items not present in the custom snapshot are now last
1 Year Ago
Better handling of blueprints in custom sorting mode
1 Year Ago
Fixed snapshot not working reliably Better grid layout for custom mode Alphabetic sorting now works with blueprints (sorts based on name of the blueprint target)
1 Year Ago
Fix soundtrack not showing as purchased Implement song preview with auto toggle off
1 Year Ago
merge from tincan_alarm
1 Year Ago
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1 Year Ago
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1 Year Ago
Minor code change on the wire deployment following the construction errors refacto
1 Year Ago
merge from main
1 Year Ago
merge from buildingerrors_improvements
1 Year Ago
"Blocked by ore" when placing on ores
1 Year Ago
"Blocked by debris" when placing on debris
1 Year Ago
Renamed HAB repair dummy item name to display "Blocked by Hot Air Balloon" error messages
1 Year Ago
Fixed various NRE when deploying items on non-entity world prefabs
1 Year Ago
merge from main
1 Year Ago
Wire deploy error fixes