reporust_rebootcancel

134,201 Commits over 4,444 Days - 1.26cph!

5 Years Ago
Add method to regenerate all spline shared data for the project at once
5 Years Ago
Beachline height
5 Years Ago
skin approval
5 Years Ago
separated scientist + heavy scientist designs
5 Years Ago
Can now set the default state container in the ai editor. Dismounted state now triggers the StateError event if no valid waypoint data is found. Oilrig tweaks.
5 Years Ago
Optimized StaticGroup Transformation
5 Years Ago
Merge from crafting_pebkac
5 Years Ago
Merge from main
5 Years Ago
Double corner b variant
5 Years Ago
Prefab and scene updates to support train tunnel variants and train tunnel transitional pieces (using placeholder meshes)
5 Years Ago
Added left / right variant support to GenerateDungeon Added transitional piece support to GenerateDungeon (to spawn a transitional prefab when it's impossible to match the exact variant)
5 Years Ago
Sort skins by recently used in the skin picker in the craft menu and the repair bench, persists across sessions
5 Years Ago
Reverting spline asset path code for now as GetAssetPath didn't work on prefab variants and GetPrefabAssetPathOfNearestInstanceRoot caused the Unity editor to crash on certain prefabs
5 Years Ago
Fix several bugs with spline data generation
5 Years Ago
Line endings
5 Years Ago
Compilation fix for editor vs build
5 Years Ago
Splat backup
5 Years Ago
Fix spline data assignment. Previously if two prefabs shared the same data but one changed, it would incorrectly update the data for both. Now checking the prefab path
5 Years Ago
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5 Years Ago
hook up sofa deploy/destroy sounds
5 Years Ago
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5 Years Ago
Added train tunnel network to procedural maps (both the above ground entrance prefabs and their placement is temporary)
5 Years Ago
Added CheckEnvironmentVolumesInsideTerrain to ensure environment volumes don't poke out of terrain Ensure GenerateDungeon always places its result underground
5 Years Ago
Added underground volume / terrain trigger / water trigger to tunnel pieces
5 Years Ago
updated generic sitting pose
5 Years Ago
Phrases
5 Years Ago
Updated Sofa repair and pickup item
5 Years Ago
base mounted state to handle disabling navigation.
5 Years Ago
merge from main
5 Years Ago
Backup
5 Years Ago
SE Splats
5 Years Ago
merge from main
5 Years Ago
autoturrets now auto reload after adding weapon/ammo
5 Years Ago
Added mirrored variants of the transition pieces
5 Years Ago
mounted event ui + fixes
5 Years Ago
Hide the button to break items down if any of the selected items is worth $1 USD or more on the market
5 Years Ago
Splat backup
5 Years Ago
IsMounted event prefab, manifest update
5 Years Ago
Loot barrels - fixed display texture resolution problem Took the opportunity to refresh textures a tad Fixed import options calculating normals instead of importing them, caused seams
5 Years Ago
Adding gibs for old_sofa
5 Years Ago
updated wip camper module
5 Years Ago
gib adjustment
5 Years Ago
pivot of industrial_door_a_a gibs uses root transform instead of hinge transform
5 Years Ago
Plugging the new prefabs into dungeon_grid_test
5 Years Ago
Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes - Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes
5 Years Ago
GenerateDungeon initial version to generate tunnel networks (see dungeon_grid_test scene)
5 Years Ago
Added IAIMounted interface, implemented for scientists. Added IsMounted event. Added scientist dismounted state.
5 Years Ago
merge from main
5 Years Ago
Simpler SAM site check for now. Keep the check of whether the HAB is inflated, but remove the checks for vehicle occupancy.
5 Years Ago
Merge SamSiteVsHAB -> Main. SAM sites now ignore uninflated hot air balloons, and ignore grounded vehicles with no one inside (airbourne HABs or helis with no one inside are still targeted).