reporust_rebootcancel

130,707 Commits over 4,232 Days - 1.29cph!

2 Months Ago
Blueprint fragments are now a component rather than a resource (no longer requires BP fragments in repair costs)
2 Months Ago
removed log
2 Months Ago
Merge from parent
2 Months Ago
lighting pass on floating walkways docks
2 Months Ago
merge from naval_update
2 Months Ago
manifest network++
2 Months Ago
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2 Months Ago
meta_shift -> main
2 Months Ago
All Catapult ammo fires further (SO GOOD) catapult now reloads 3 seconds faster (WOW!) catapult crafting reduced by 1 gear and 1 rope battering ram sheet metal cost reduced by 2 (DAMN YOU GOT TO USE IT NOW) Balista reduced by 1 gear Propane explosive bomb deployed and thrown damage increase, slightly (USE ME) Bee bomb reduced by 1 bee grenade ballista.bolt.incendiary low grade fuel reduced by 10 Pitchfork bolt reduced by 100 wood
2 Months Ago
merge from charity_plushies
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
mat tweaks
2 Months Ago
shaders in bundle
2 Months Ago
hook into construction guides, configurable backface blend, neutral material
2 Months Ago
Play recoil anim on the mounted player model, push up missing protobuf files
2 Months Ago
Clear one shot layer once the clip is done playing, add a full body mask.
2 Months Ago
Sync mounted player references to clients
2 Months Ago
Mannequin visibility
2 Months Ago
Swap mannequin models
2 Months Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
2 Months Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
2 Months Ago
Backup 2
2 Months Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
2 Months Ago
spacing out light sources more evenly on floating walkways prefabs
2 Months Ago
bird crap pass
2 Months Ago
merge from modding_custom_vitals -> main
2 Months Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
2 Months Ago
Display "crafting quality" stat for consumables in description
2 Months Ago
supply barge signs added
2 Months Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
2 Months Ago
Adding boatBuilding station rig
2 Months Ago
Update: reimplementation of UI dynamic bundle Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable. Tests: built standalone and took snapshots
2 Months Ago
merge from detailed_inventory_error_messages -> main
2 Months Ago
Codegen
2 Months Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
2 Months Ago
Implement code review feedback
2 Months Ago
Cherrypick hackweek custom_vitals branch
2 Months Ago
merge from fix_max_hp_tea -> main
2 Months Ago
Fix client showing 100 HP when using max hp tea
2 Months Ago
merge from analytics_puzzle_reset -> main
2 Months Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
2 Months Ago
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2 Months Ago
merge ghostship_npcs to naval_update