reporust_rebootcancel

155,208 Commits over 4,536 Days - 1.43cph!

2 Years Ago
Deleting old textures
2 Years Ago
attempt at preventing seaweeds close to coastal rocks
2 Years Ago
-Fire Extinguisher Texture update and material consolodation
2 Years Ago
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2 Years Ago
Changed river splat from stones to gravel
2 Years Ago
Only spawn 1 oasis on maps smaller than 4000 Don't spawn any canyons on maps smaller than 4000 Spawn 2 canyons on maps larger than or equal to 5000
2 Years Ago
Subtracting 105196 (shore margin increase) due to several regressions
2 Years Ago
Switch to a blend tree
2 Years Ago
Added support for multiple IViewmodelComponents on a single viewmodel Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
2 Years Ago
Merge: from main Tests: built all modes in editor
2 Years Ago
functional waterflowmap - saved/loaded like other terrain data - need to adjust where it's written to, it's still hacked into other terrain generation processes
2 Years Ago
Show correct dart models when loading ammo (viewmodel). Added placeholder prefab variants for all dart ammo types.
2 Years Ago
adjusted improvised shield origin
2 Years Ago
Rebuilt manifest
2 Years Ago
added render batch scripts to seaweed clumps and increased lod distances for less pop
2 Years Ago
Merge from world_update_2
2 Years Ago
Merge from main
2 Years Ago
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
2 Years Ago
Merge from world_update_2
2 Years Ago
Further checks on waterball splash logic to prevent a splashing through foundation edge case
2 Years Ago
More culling volume fixes in cave_medium_hard
2 Years Ago
Manifest rebuild
2 Years Ago
Add harvestable layer to F1 layer tools
2 Years Ago
Batch mussel meshes
2 Years Ago
Offset fuckery Decor genocide Mild river speed flow tweak pfx tweaks
2 Years Ago
Fixed most rocks in divesite_d double rendering
2 Years Ago
Batch barnacles
2 Years Ago
Another possible fix for no collisions on the divesite plane
2 Years Ago
add a little spice to the blunderbuss gunshot
2 Years Ago
re-linked divesite prefabs, cleanup of folders
2 Years Ago
Biome visuals for coastal and hill cliffs / they will no properly switch colors depending on the biome Tweaked diffuse textures on all rocks and cliffs to get rid of the noise and unnatural curvature highlights Tweaked detail map settings on all rocks to reduce repetition and noise Tweaked LOD settings on coastal cliffs to prevent LOD popin when up-close
2 Years Ago
- Made the client actually know what a server queue is - Added a number of editor tools for simulating / manipulating a server queue - Updated localization function to support variable arguments for format
2 Years Ago
Merge from fix_monument_collider_cache_invalidation_2 -> main
2 Years Ago
Redo `fix_monument_collider_cache_invalidation` as merge was being difficult
2 Years Ago
Make buoys add a little force to the player when they stand on top
2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Increased buffer on water body physics check
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from runtime_profling_pooling -> main
2 Years Ago
Codegen
2 Years Ago
Progress
2 Years Ago
Merge from main -> runtime_profiling_pooling
2 Years Ago
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
2 Years Ago
merge from runtime_profiling_raknet -> main
2 Years Ago
Run codegen after merge
2 Years Ago
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
2 Years Ago
temporary manual z-test
2 Years Ago
Merge from main -> runtime_profiling_raknet
2 Years Ago
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)