reporust_rebootcancel

139,646 Commits over 4,383 Days - 1.33cph!

7 Months Ago
Fix player model OnEnable being called before any of the init fields were set.
7 Months Ago
Added dilapidated elevator to casino barge. Updated manifest.
7 Months Ago
7 Months Ago
7 Months Ago
More merge repairs
7 Months Ago
higher drag for boats with no thrust-providing sails, calced infrequently
7 Months Ago
merge from deployable_cannon
7 Months Ago
Update: remove extra CacheBundleIcons calls from store tabs Previously were needed because tab could open before the store - since it was fixed, it's unnecessary Tests: navigated to store tabs - no errors
7 Months Ago
character offset animation update for cannon
7 Months Ago
reduce wheel turn speed
7 Months Ago
Clean: StoreItemGrid.Warmup -> OnOpened Review feedback pt 2 Tests: none, trivial change
7 Months Ago
Horrendous merge and wip conflict resolving. I've definitely broken stuff
7 Months Ago
Clean: rename WarmupIcons to CacheBundleIcons Review feedback pt1 Tests: none, trivial change
7 Months Ago
merge from deployable_cannon
7 Months Ago
scale sail thrust while lower/raising for smoother transition and less jerk
7 Months Ago
adding LODs for barrel and base cannon prefabs
7 Months Ago
Cannon anim export update
7 Months Ago
Blueprint fragments are now a component rather than a resource (no longer requires BP fragments in repair costs)
7 Months Ago
removed log
7 Months Ago
Merge from parent
7 Months Ago
lighting pass on floating walkways docks
7 Months Ago
merge from naval_update
7 Months Ago
manifest network++
7 Months Ago
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7 Months Ago
meta_shift -> main
7 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
7 Months Ago
merge from charity_plushies
7 Months Ago
merge from main
7 Months Ago
merge from main
7 Months Ago
mat tweaks
7 Months Ago
shaders in bundle
7 Months Ago
hook into construction guides, configurable backface blend, neutral material
7 Months Ago
Play recoil anim on the mounted player model, push up missing protobuf files
7 Months Ago
Clear one shot layer once the clip is done playing, add a full body mask.
7 Months Ago
Sync mounted player references to clients
7 Months Ago
Mannequin visibility
7 Months Ago
Swap mannequin models
7 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
7 Months Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
7 Months Ago
Backup 2
7 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.
7 Months Ago
spacing out light sources more evenly on floating walkways prefabs
7 Months Ago
bird crap pass
7 Months Ago
merge from modding_custom_vitals -> main
7 Months Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
7 Months Ago
Display "crafting quality" stat for consumables in description
7 Months Ago
supply barge signs added
7 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}
7 Months Ago
Adding boatBuilding station rig
7 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