reporust_rebootcancel

132,355 Commits over 4,262 Days - 1.29cph!

2 Months Ago
Fixed ai mounted weapon controller so it points at the right location again
2 Months Ago
prevent rear turret clipping checks from failing right at the corners
2 Months Ago
- AI's can now reload turrets if they are empty - Extra profiling in a bunch of turret methods - Run at randomised time to keep the thread clear
2 Months Ago
Now disable their canvas when invisible: - Team ui - Fog overlay - Wounded screen Some fixes to other screens not disabling themselves by default
2 Months Ago
Setup swap RPG component on viewmodel
2 Months Ago
Marked remaining floating city collision meshes r/w
2 Months Ago
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers S2P floating city 1+2
2 Months Ago
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud Unused legacy stuff
2 Months Ago
Now disable their canvas when invisible: - Build cost indicator - Repair cost indicator - Game tip - Voice chat - God and invis overlays - All full screen overlays (9 canvases)
2 Months Ago
Merge from parent
2 Months Ago
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
2 Months Ago
merge from optimize_water_body_culling -> main
2 Months Ago
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
2 Months Ago
Re-add support for world and local space inputs (mouse delta vs aim angles)
2 Months Ago
Fixes to ensure the server representation is updated properly
2 Months Ago
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2 Months Ago
Rewrote cmounted turret client prediction
2 Months Ago
Fixes for Lumberjack and Outpost scientist NPC's
2 Months Ago
merge from naval_update
2 Months Ago
re-exported hmlmg from blender and split off ammo box
2 Months Ago
Merge from boat_building
2 Months Ago
Merge from parent
2 Months Ago
Added very placeholder direction arrows to sail deployment guide. Arrows point FORWARDS. Point these to the front of your boat.
2 Months Ago
Added female prefab to all Skinnables, now shows proper male/female prefab in workshop scene
2 Months Ago
Merge from boat_building
2 Months Ago
Cannon deployment improvements/fixes, works nicely with cannon wall. Enabled pickup for cannons.
2 Months Ago
merge from deep_sea
2 Months Ago
ValidBounds checks cleanup
2 Months Ago
Smalle engine deploy guide fixes/no collision.
2 Months Ago
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
2 Months Ago
Merge from parent
2 Months Ago
Finish building from steering wheel now shows the same error messages as when trying to finish building from the station.
2 Months Ago
RPG7 - updated viewmodel and textures, added worldmodel and LODs
2 Months Ago
merge from main
2 Months Ago
Progress & proper hierarchy structure on 3
2 Months Ago
Merge from boat_building
2 Months Ago
IBoatPropulsion compile fixes
2 Months Ago
Jobify the damage region scanning for instance data
2 Months Ago
Merge from naval_update
2 Months Ago
Small engine can now be picked up
2 Months Ago
Revert cannon prefab to before it exploded
2 Months Ago
Fixed broken material on roof_support_a_end Added culling volume to casino interior lights
2 Months Ago
Bugfix(editor): StoreBundleTool - handle invalid paths This can happen if the serialized path now points to renamed or deleted resource. Tests: none, don't have a case like that right now.
2 Months Ago
Hide reamining, non-deployed, required category item icons in boat building UI if one item has already been placed and only one is required. Eg, hide engine in UI if one isn't placed, but a sail is.
2 Months Ago
Update(editor): StoreBundleTool - stage timings emit volume of work Makes it easier to confirm if it's doing anything when there are no dirty changes Tests: ran the tool
2 Months Ago
Clean(editor): remove Tools/Menu2 Checked both the editor pref by variable and by value, they're not used anywhere Tests: none, trivial change
2 Months Ago
Fix deployment warning for BBS
2 Months Ago
Update(editor): StoreBundleTool - scan scriptable objects - fix assembly scanner skipping public fields if it's type is nested Tests: created a dummy scriptable object, ran a scan - it got picked up