reporust_rebootcancel

134,410 Commits over 4,444 Days - 1.26cph!

2 Years Ago
Increase DPV max mount distance to account for the very silly mount position (required due to mount pose)
2 Years Ago
Relaxed bounds check when flood filling seeds (putting on a branch as it's slightly too risky for a hotfix) Resolves case where standing too far away from the planter would result in the player only being able to flood fill a selection of the empty slots
2 Years Ago
Changed colour of deploy volume gizmo to purple so it's not the same as the colour for entity bounds
2 Years Ago
Fixed a case where holding shift and placing seeds after looking at a planter would throw client side building errors
2 Years Ago
Fixed a case where seed flood fill would show incorreect guides when looking at planter behind a building block
2 Years Ago
New rotor wash FX prefab Applied to Scrap Transport
2 Years Ago
Heli ground effect raycast threshold changed to 40 from 80 in BaseHelicopter & PatrolHelicopter
2 Years Ago
Merge from main
2 Years Ago
Fixed some bait items not displaying a max stack size of 1 (raw bear meat, likely more) No actual gameplay change, just UI
2 Years Ago
Fixed items sometimes getting dropped in the world when caught in a fish trap intead of inserted into the inventory
2 Years Ago
Merge from main
2 Years Ago
merge from CustomSkinFix
2 Years Ago
Fixed repair bench NRE when using custom skins
2 Years Ago
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2 Years Ago
merge from wire_slacking
2 Years Ago
Fixed vendors not working on fishing village a and c Thank you Alistair!
2 Years Ago
Changed vendor flags on fishing village a and c
2 Years Ago
Minor changes
2 Years Ago
work on radtown storage building, reworked mats, added extra trims, rebuilt original prefab, created packed mask.
2 Years Ago
Distance check on vendor
2 Years Ago
- Increased range to be classified at destination - Increased steering sensitivity - Added downforce based on speed - Tightened suspension springs
2 Years Ago
Vendor now destroys barricades that it runs into
2 Years Ago
Commit marking more components as [MapGeneration]
2 Years Ago
Removed some weight from the vendor (took out the passenger seat) Suped up the engine (+50 horsepower) Added racing breaks
2 Years Ago
Base
2 Years Ago
Merge main
2 Years Ago
always applying stability/righting forces when mounted, rather than needing fuel
2 Years Ago
DPV Work - able to submerge and resurface like a sub - steerable, with some artifical damping when turning to improve the feel - simple headlight setup - simple ik hand targets
2 Years Ago
Allow demo recorder UI to be visible in debug camera view
2 Years Ago
Bradley now destroys barricades in its path
2 Years Ago
Fixed vendor positions Fixed weird wheel placement issues
2 Years Ago
storage building large - wip, material definitions
2 Years Ago
player update. 3p revolver animations edited to match viewmodel
2 Years Ago
Merge from main
2 Years Ago
Vending machines now take random amount of entries if the entries supplied are higher than 7
2 Years Ago
When pressing left shift with wire tool/christmas lights in hands, only block the player belt if you have a pending wire
2 Years Ago
Minor collider edit
2 Years Ago
Basic vehicle code framework for the DPV as a start to work from. Uses fuel and has fuel interaction, and can throttle forward/back in a basic way
2 Years Ago
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version S2P no longer processes any UI prefabs
2 Years Ago
- DPV is now a deployable - Added a basic DPV script that inherits from BaseMountable, currently does nothing - DPV models now face Z forward - Added DPV fuel storage entity, not yet functional - Test map edit for DPV dev
2 Years Ago
Fixed buoyancy "save point data" not working if the points only moved, but didn't change
2 Years Ago
Add progress of how many monuments are left when running S2P on every single monument
2 Years Ago
Comments
2 Years Ago
Implement running PreProcess at runtime on each prefab in the scene
2 Years Ago
Add support for shared scenes that have client + server components in them - avoids adding complexity of running preprocess at build time to first release - handles editor only spawning a single monument - keep support for client only & server only scenes - default to only building shared scenes rather than individual client & server scenes - run preprocess at runtime for shared scenes instead of during build - internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
2 Years Ago
Cherry pick 98396, fixes weather errors in editor on my test map
2 Years Ago
Output both scenes when running Scene2Prefab/Update All as well as the prefab
2 Years Ago
Mark more components as [MapGeneration]
2 Years Ago
Cherry pick 98470 for scene stats
2 Years Ago
Reconvert and remove MaterialSetup on various prefabs that conflicted with the last merge