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112,556 Commits over 3,928 Days - 1.19cph!

10 Months Ago
Additional checks to ensure you can't aggro a dying patrol helicopter
10 Months Ago
player update. edited naming of spas12 anim clips
10 Months Ago
Cleaned up prefab, removed unneccesary client gamobjects Tweaked handles positions
10 Months Ago
Counter set to 'Show Passthrough' now displays its passthrough even if nothing is connected downstream. It will also display 0 even if there's no power
10 Months Ago
radtown basic splats, topologies and blend map painting, terrain anchors
10 Months Ago
merge main
10 Months Ago
Merged main into electricity_power_fixes/2
10 Months Ago
radtown whitebox layout, perimeter estimate
10 Months Ago
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10 Months Ago
Fix editor gizmos null error
10 Months Ago
Fix editor gizmos error for cargoship
10 Months Ago
Merge main
10 Months Ago
Merge container_delays
10 Months Ago
player update. exported/set up python revolver
10 Months Ago
merge from main
10 Months Ago
Disabled material import on oilrig moonpool environment volume collider meshes (for some reason this pulls them into the discard bundle in the server build)
10 Months Ago
AmmoBackpack Texture Update
10 Months Ago
merge from Military Flamethrower_2024
10 Months Ago
merge from toolcupboard_retroskin
10 Months Ago
merge from save248/iceberg_fix
10 Months Ago
Disable mouse steer on motorbikes since it conflicts with the intentional duck input. Bug fixes
10 Months Ago
Play the cargo ship horn 60s before departure
10 Months Ago
Add a 3m radius line of sight check from the start node of the cargo docking path to each ocean patrol path point when determining which patrol path point should be the harbor approach node If a point has something solid between it at the patrol point the distance is multiplied by 20 - not ruling it out entirely but making any non blocked paths more likely
10 Months Ago
Air control changes, using duck input now
10 Months Ago
Small fixes
10 Months Ago
Early pilot flames prefab
10 Months Ago
Fixed broken inspector vals
10 Months Ago
Added an extra container to spawn on docking (when possible) Container cranes will now wait 5-10% of the dock_time convar before they start moving containers Added an additional 5-10% wait for subsequent cranes, so there's less overlapping movement Added some fallback logic in case the ship leaves before the containers are loaded, in this case any yet to be delivered containers will be deleted
10 Months Ago
harbor 2 path topology
10 Months Ago
Harbor 1 path topology take 2
10 Months Ago
Sprint and air control torque
10 Months Ago
Cherry pick harbor 1 topology sets
10 Months Ago
Harbor 1 docking path set topology
10 Months Ago
12 range FX.
10 Months Ago
Parent merge
10 Months Ago
Merge from main
10 Months Ago
atlassed crate materials / models
10 Months Ago
merge from Minigun_2024
10 Months Ago
Refactoring, three-wheeled bikes now also support sprint torque
10 Months Ago
merge from cargo_dock_loot_respawn
10 Months Ago
merge from bradley_scientists
10 Months Ago
merge from save248
10 Months Ago
restoring 95312
10 Months Ago
many bugfixes and balance
10 Months Ago
Blocked two windows in harbor_1 with plywood to prevent players from looking inside the new buildings Scene2prefab
10 Months Ago
Harbor 1 / Harbor 2 scene2prefab Slightly moved one lootbarrel to prevent it from clipping with a crane
10 Months Ago
Added prevent movement volumes to all crane staircases
10 Months Ago
Fix a bunch of places that were causing script serialization field differences when changing between client and server mode
10 Months Ago
Update client/server field finder editor tool to align more closely with how Unity checks for script serialization changes
10 Months Ago
Add a convar to toggle LOS detection methods