reporust_rebootcancel

120,540 Commits over 4,018 Days - 1.25cph!

9 Days Ago
Adding prevent movement volume to zigg gate prefab to fix kick
9 Days Ago
removed renderer batch scripts from bamboo scaffoldings - re-exported meshes, no other channels than vcol were used
10 Days Ago
progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within works with river biome blends still need to lerp parameter changes (like when going from river into ocean)
10 Days Ago
Fix demo recording by allowing Position to be set on NetRead/NetWrite
10 Days Ago
Merge from protobuf_fixes
10 Days Ago
Fix protobuf codegen generating invalid data for large protos (maps)
10 Days Ago
Fix compile error
10 Days Ago
10 Days Ago
main -> vending_machine_fridge
10 Days Ago
Subtract vending_machine_fridge for now 118770
10 Days Ago
Subtract the correct one this time
10 Days Ago
10 Days Ago
10 Days Ago
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
10 Days Ago
Merge from jungle_update
10 Days Ago
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed Double vine swinging tree health
10 Days Ago
set up lake interior meshes + interior shader variant for lakes
10 Days Ago
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
10 Days Ago
main -> vendingmachine_stock_fix
10 Days Ago
Colliders for the kapok tree and the stump Tweaked LOD setup on the Kapok trree to reduce pop in Optimize the kapok tree further Color corrected leaf atlas
10 Days Ago
Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
10 Days Ago
jungle_update -> Boomerang
10 Days Ago
Change vending machine flags so they no longer conflict with io container
10 Days Ago
If a vine is disrupted by a collision and it is within 2m of it's origin point, revert the player to the starting position as it's likely they will not be able to safely dismount
10 Days Ago
Merge from protobuf_fixes
10 Days Ago
Update protobuf codegen to fix WriteToStream writing invalid length delimiters
10 Days Ago
use clip offset for rivers/lakes like ocean
10 Days Ago
fix river interior caps, inflate bounds more
10 Days Ago
Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
10 Days Ago
Removed old rigged bone vine tests Fixed vine tree stump respawning with players in range
10 Days Ago
NVG outfit stomped it's death icon again?
10 Days Ago
merge from outbreak_outfit -> jungle_update
10 Days Ago
Fixed missing sfx on vine tree
10 Days Ago
underwater mask overlap between river and ocean handled correctly
10 Days Ago
Applying 118767 to the correct spawn prefab (avoid river, lake, swamp, road, rail topology for player spawns) TODO: Find out why we have spawn.v3 and spawn.procmap.v3
10 Days Ago
Darkened piper nigrum mat and enabled vert AO (was at 0) for better harmony with surrounding foliage
10 Days Ago
jungle_update -> aux3
10 Days Ago
better_vine_movement -> jungle_update
10 Days Ago
Throw vine moveables time through smooth step easing. Emulates acceleration and slowdown
10 Days Ago
jungle_update -> aux3
10 Days Ago
better_3p_vines -> jungle_update
10 Days Ago
compile fix
10 Days Ago
jungle_update -> Aux3
10 Days Ago
better_3p_vines -> jungle_update
10 Days Ago
Fixed vine trees spawning too close to roads, rails and rivers
10 Days Ago
Fixed some rock formations not spawning in jungle biome
10 Days Ago
Vine now hangs lower than hands and trails behind a little Refactor lower/raise vine point so the mountable is in control. Simplify set length
10 Days Ago
Reimplement loadout stripbehavior with bools - only clear wearables for NVG outfit - only clear wearables for outbreak outfit (don't clear belt, only add item)
10 Days Ago
Added jungle ore populations (needs balancing)
10 Days Ago
Fixed ancient bug in DensitySpawnPopulation that led to much more respawn attempts being required when filling the populations (similar to what changeset 118962 did for character spawns)