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126,704 Commits over 4,109 Days - 1.28cph!

2 Years Ago
elevator backup
2 Years Ago
Placement routine matches legacy version fully now
2 Years Ago
Source files & scene
2 Years Ago
manifest
2 Years Ago
door.hinged.elevator_inside_door_office prefab updated simple vertical elevator prefab
2 Years Ago
EACServer experiments / debugging (continued)
2 Years Ago
merge from oilrig_small_pipes_fix
2 Years Ago
manifest
2 Years Ago
elevator_office_lift.static prefab updated simple vertical elevator prefab
2 Years Ago
merge from hlod_rw
2 Years Ago
Added additional text to scattered paper texture
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
made a working elevator shaft based on underground tunnels for NMS
2 Years Ago
Added the new quarry deployable for previewing
2 Years Ago
terrain tweaks
2 Years Ago
fixed cliffs clashing with interior pieces offset on terrain anchors
2 Years Ago
Need to be standing to modify industrial filters
2 Years Ago
Fixed furnace power points not appearing reliably after a storage adaptor is attached Added another storage adaptor socket to the front of the electric furnace
2 Years Ago
Merge from main
2 Years Ago
Gun item gets physically added to the heli turret
2 Years Ago
Unsaved
2 Years Ago
Remove the non-jobs path for pipe generation
2 Years Ago
Merge from industrial/cache
2 Years Ago
Cleanup
2 Years Ago
Industrial budget is now an exposed convar (server.industrialFrameBudgetMs), was 0.25ms now defaults to 0.5ms Conveyors can now abort jobs halfway through if they go for too long, meaning dense industrial networks may move less items if too many containers are connected
2 Years Ago
Fixed CH47 heli sharing a reserved flag with BaseVehicle code
2 Years Ago
Cache the storage adaptor item container reference, in high density industrial networks the EntityRef getter that occurs here can take up half of the total time of the transfer
2 Years Ago
Merge Main -> Attack Helicopter
2 Years Ago
Cone tracing sun disk for direct light area shadows
2 Years Ago
Increased max stack size of a conveyor move to 60 (faster + splits nicer) Reworked container split amounts to work in a branch based system (eg. each splitter will divide the maximum output amount per move by 3, nested splitters will further divide this amount) Daisy chained output containers will now only be sent items if the preceding container in it's chain is full/could not accept item (eg. a conveyor outputting to a large box A which then outputs to another large box B, the B container will not receive items until A is full)
2 Years Ago
merge from main -> gameplay_metrics
2 Years Ago
Attack heli has turret storage interaction (for ammo and gun)
2 Years Ago
Added editor-only helicopter auto-hover, for testing passenger functions without a driver being necessary. Toggle while seated with Ctrl-H.
2 Years Ago
Merge from PTZSecurityCamera
2 Years Ago
Shoot from the camera pos when manually controlling an autoturret Add a placeholder crosshair to the computer station for autoturret aiming
2 Years Ago
Added bulletin boards to the scene Fixed some dressing
2 Years Ago
Fix manual controlled autoturret shooting at a future aim pos (server was lerping faster than client)
2 Years Ago
Allow deploying drone in places where building isn't allowed cause it's just a drone Fix fog not resetting immediately when exiting the computer station
2 Years Ago
Bulletin board props Added cork variant for PictureFrames texture
2 Years Ago
Reshuffled gbuffer layout to open room for std translucent and anisotropic materials
2 Years Ago
refactoring and test deployable
2 Years Ago
Increased maximum amount of containers that can be manipulated by a single conveyor to 64 (64 input + 64 output) Increased maximum depth of container connections to 64 Stress testing, numbers are WIP
2 Years Ago
Optimized transparency UV to sample albedo twice (w/ secondary dep read) only when necessary
2 Years Ago
mask splat painting
2 Years Ago
EACServer experiments / debugging (continued)
2 Years Ago
Cherry picked camera hook fix (cs78206)
2 Years Ago
NMS Procmap setup Terrain topologies and blendmap setup S2P
2 Years Ago
some refactor / cleanup and proto pooling
2 Years Ago
added damage masks for the Attack Heli's damaged state updated materials