reporust_rebootcancel

106,009 Commits over 3,806 Days - 1.16cph!

10 Months Ago
merged from switch_passthrough_fix
10 Months Ago
merge from more_radius_skins
10 Months Ago
merge from wanted_clothing_fix
10 Months Ago
merge from industrial_pipe_log_spam_fix
10 Months Ago
merge from waterpistol_anim_fixes
10 Months Ago
Added basic placeable shelter.
10 Months Ago
SuperTea farming buff, removed health effect
10 Months Ago
Don't spawn water junk piles under boats
10 Months Ago
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10 Months Ago
viewmodel prefab fixes
10 Months Ago
Junk piles manually trigger UpdateSurroundings when destroyed
10 Months Ago
Added frontier and gingerbread to list of skins for skin/upgrade radius commands.
10 Months Ago
Some cleanup
10 Months Ago
Show a blue placement flag whilst sweetspot detecting, before real flag is spawned. More lenient sweetspot. Added a spawn radius buffer. Increase UI lerp speed.
10 Months Ago
radiation volumes interactive props
10 Months Ago
environment volumes and veils setup placed individual props/structures back scene hierarchy cleanup
10 Months Ago
merge from fix_skin_item_sfx
10 Months Ago
merge from fish_pool_fix
10 Months Ago
merge from tc_storage_adaptor_fix
10 Months Ago
Blink sweetspot notches when in sweetspot range. Colour tweak.
10 Months Ago
merge from trophy_on_fix
10 Months Ago
merge from conveyor_build_fix
10 Months Ago
cherrypicking multi_tea_fix
10 Months Ago
Separate long range & sweetspot bars. Calc tweaks. Increased UI lerp speed.
10 Months Ago
merge from main
10 Months Ago
Temp placement effect for flag. Source tweaks.
10 Months Ago
merge from fix_wire_tool_reconnect + fix_wire_reconnect_nre
10 Months Ago
merg from CorpseVehicleCollisionFix
10 Months Ago
merge from report_name_fix
10 Months Ago
merge from rail_network_link
10 Months Ago
merge from base_decor_DLC
10 Months Ago
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
10 Months Ago
Moved IK settings on Held entities into a dropdown Moved disable spine IK and disable head IK into the held entity Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
10 Months Ago
Fixed multiple tea and pet vital bars appearing (we should modify GameUI.Hud.Vitals in future instead of adding vitals in parent prefabs)
10 Months Ago
Split different IO budget systems into specific queues by type. This should allow servers to maintain responsive monument IO even if something player deployed is throttling the IO queue. Removed IOEntity.framebudgetms convar Added IOEntityconvars: -frameBudgetElectricHighPriorityMs (default 1ms) -monument IO entities -frameBudgetElectricLowPriorityMs (default 0.5ms) -all player placed electrical entities -frameBudgetFluidMs (default 0.25ms) - all player placed fluid entities -frameBudgetKineticMs (default 1ms) - a small selection of monument entities like door wheels -frameBudgetGenericMs (default 1ms) - currently unusued -frameBudgetIndustrialMs (default 0.25ms) - all industrial entities (this is separate from server.frameBudgetIndustrialMs where most of the work happens, hence the small budget)
10 Months Ago
Added 3 additional stone tiled cube prefabs
11 Months Ago
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11 Months Ago
Basic item and icon setup.
11 Months Ago
Viewmodel renderer setup
11 Months Ago
Added icon render scene to scene loader.
11 Months Ago
Merge in main
11 Months Ago
breaking down the interior greybox into task folders/individual meshes
11 Months Ago
merge from main
11 Months Ago
Hackweek backup
11 Months Ago
updated ironsights
11 Months Ago
fixed offset in gingerbread roof top line concave conditionals
11 Months Ago
continuity improvements on gingerbread roof meshes features
11 Months Ago
removed conditional wood topping on gingerbread triangle roofs
11 Months Ago
gingerbread triangle roof blocks pivot offset fix
11 Months Ago
some extra frontier roof colliders fix