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126,617 Commits over 4,109 Days - 1.28cph!

1 Year Ago
Refactor
1 Year Ago
Remove now unused LOS offset code
1 Year Ago
AIInformationZone LOS improvements for GetBestMovePointNear
1 Year Ago
enabled material setup on AC unit prop for testing
1 Year Ago
snow effect material config setup
1 Year Ago
snow effect material config
1 Year Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
1 Year Ago
made black screenbacks all flat geo
1 Year Ago
merge from material biome improvements
1 Year Ago
asset zoo prep for props review
1 Year Ago
Merge from main
1 Year Ago
Merge from harbor_tweaks_4_cargoship
1 Year Ago
Fix container doors getting deleted when moving onto cargo ship
1 Year Ago
Adjust docked cargo position for better container access
1 Year Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
1 Year Ago
Use Continuous Speculative
1 Year Ago
Wheel terrain FX, borrowed from cars for the moment
1 Year Ago
Bike physics + visual fixes
1 Year Ago
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
1 Year Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
1 Year Ago
merge from full_server_demos -> aux2
1 Year Ago
merge simple_upload -> full_server_demos
1 Year Ago
More stabilisation stuff
1 Year Ago
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
1 Year Ago
Force update passthrough UI when switching between an input/output handle
1 Year Ago
Use async loading to load the menu+game+engine UI in parallel
1 Year Ago
Clamp angular velocity y
1 Year Ago
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
1 Year Ago
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1 Year Ago
Fixed auxiliary outputs messing with how we calculate power drain
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Fix container Ids Manifest
1 Year Ago
Compile fixes, player animator update
1 Year Ago
Merge from main (stomped animator changes, will need to be regenerated)
1 Year Ago
Merge from cine_anims
1 Year Ago
Compile fixes
1 Year Ago
talk_06 anim settings fix
1 Year Ago
Merge from main
1 Year Ago
Change blocksize convar from bytes -> MB
1 Year Ago
Add integral
1 Year Ago
Bike roll stabilisation work
1 Year Ago
some missing files from an earlier commit today (after a rename) KARGO decals files added decals to test
1 Year Ago
set metalness value on spraypaintcan.mat to 1 (it was set to 0)
1 Year Ago
codelock placement
1 Year Ago
Fixed memory cell power passthrough being showed on both outputs
1 Year Ago
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
1 Year Ago
tweaks to screw placement on texture group 03
1 Year Ago
screen material
1 Year Ago
extra material screen and uploaded crate models