reporust_rebootcancel

124,203 Commits over 4,171 Days - 1.24cph!

2 Years Ago
Merge from main
2 Years Ago
Add `UnityIndirect.cginc` Start getting code to support "multidraw" to reduce drawcalls Store verticies and indicies in GraphicsBuffer and use `Graphics.RenderPrimitiveIndexedIndirect()` Group & batch draw calls that have the same material + shadow mode via `DrawCallKey` struct
2 Years Ago
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2 Years Ago
made w_homingmissilelauncher rig
2 Years Ago
Potential NRE fix
2 Years Ago
merge from mfm_wip
2 Years Ago
merge from main
2 Years Ago
subtracking 86336 weapon_racks. Server error startup issues - IndexOutOfRangeException: Index was outside the bounds of the array.
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Cache SQLite prepared statements automatically so they don't need to be reparsed every time they run
2 Years Ago
Merge from main
2 Years Ago
Fixed bug handling samples closer to camera
2 Years Ago
merge from weapon_racks
2 Years Ago
large and small planters deploy volume tweak
2 Years Ago
oilrigs S2P
2 Years Ago
Changed the fire exhaust on oilrig_small to v2.1 to be identical to large oil Tweaked smoke stack emitters positions slightly
2 Years Ago
Added ItemModChildIO component to rack items so they redirect to light entities for power usage display info.
2 Years Ago
filled codelock backfaces
2 Years Ago
Merge from parachute
2 Years Ago
More entering network range checks
2 Years Ago
Potential ClientOnPlayerMounted NRE fix
2 Years Ago
merge from weapon_racks
2 Years Ago
merge from unwidening
2 Years Ago
Size, collision, sockets, deploy updates
2 Years Ago
Update placement collider and cell counts to match new art
2 Years Ago
updated large wide weapon rack to fit on a 1x1
2 Years Ago
Fixed light passthrough labels
2 Years Ago
merge from weapon_racks
2 Years Ago
merge from main
2 Years Ago
network++
2 Years Ago
merge from parachute
2 Years Ago
Potential tool cupboard UI relayout, remove need to switch to tool category, add extra slot, allow spray can in tools
2 Years Ago
Converted T3 Workbench to all convex colliders.
2 Years Ago
Made some very temp placeholder changes to the unpacked parachute model
2 Years Ago
Reparent the parachute animator to spine2 while the player has a weapon equipped and is in the parachute, prevents the parachute canopy moving as the player aims
2 Years Ago
Converted T2 Workbench to all convex colliders. Metal components now also correctly respond as metal.
2 Years Ago
Converted T1 Workbench to all convex colliders.
2 Years Ago
Converted Table to all convex colliders. The two metal legs also now correctly respond as metal.
2 Years Ago
Converted Sofa to all convex colliders.
2 Years Ago
Apply damage to the player when the parachute is destroyed due to a collision based on the collision force Regular landings with a full health parachute incur no damage, falling at maximum possible speed on a parachute with 1 health will incur 50 damage
2 Years Ago
Converted Shelves to all convex colliders.
2 Years Ago
Fixed extra collider on deployable chair
2 Years Ago
Converted Research Table to all convex colliders. Shooting the magnifying glass also produces glass particles now.
2 Years Ago
Converted locker to all convex colliders.
2 Years Ago
Converted Furnace to all convex colliders.
2 Years Ago
Converted fridge to all convex colliders. Collider now also includes the door area, since the deployed fridge door is always closed.
2 Years Ago
First pass on parachute falling faster and becoming harder to control as it takes damage
2 Years Ago
Converted Chair to all convex colliders. Fixed chair collision not quite matching chair scale.
2 Years Ago
Update the players wear container capacity if loading a save from an earlier version