reporust_rebootcancel

106,698 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Merge from xmas_2022
1 Year Ago
merge from main
1 Year Ago
Disable underground layers for network visibility grid Recalculate network groups for entities when loading saves
1 Year Ago
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1 Year Ago
Fixed one rowboat mount point not working
1 Year Ago
Lighting pass on Bandit WIP
1 Year Ago
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1 Year Ago
updated with damian's new prefabs
1 Year Ago
Create, size and init an AIInformationZone for dungeon instances. AIInformationZone can be manually init'd.
1 Year Ago
dwelling prefab spawns gingerbread man
1 Year Ago
Xmas tunnel entrance mound
1 Year Ago
Updated albedo texture for gingerbread barricades and gingerbread wooden crate
1 Year Ago
Made chocolate trims texture brighter Added more padding Tweaked chocolate UVs on the entrance
1 Year Ago
Run "Autofill MapRenderers" on all the xmas dungeon cell prefabs so they will render on the map
1 Year Ago
Merge from dungeon_map
1 Year Ago
Created LODs and proper colliders for the xmas tunnel entrance Set collider type to gingerbread
1 Year Ago
Fix dungeon map layer not re-rendering when switching to a different dungeon
1 Year Ago
Add dungeon map layer button to map UI Auto disable dungeon map layer when no longer in a dungeon Fixes to get the dungeon to actually show up on the map
1 Year Ago
rebuild bandit town xmas prefab , re nested prefabs, created individual ice roof per building, S2P
1 Year Ago
Merge from water5
1 Year Ago
more cleanup/refactor/wip
1 Year Ago
some fixes, more wip, codegen
1 Year Ago
Added queue barrier
1 Year Ago
some cleanup / deletion
1 Year Ago
more grid wip
1 Year Ago
Tweak
1 Year Ago
Fixed issues with submarine transitions. Added window shader materials etc.
1 Year Ago
Adjustments
1 Year Ago
S2P'd fishing ABC
1 Year Ago
Further optimized A. Renamed some xmas monu prefabs for naming consistency.
1 Year Ago
Reverted this variant of the xmas light strip to fix missing embedded lights, and reapplied the batching script
1 Year Ago
Further optimization on C
1 Year Ago
Village B bounce light pass and light optimization. Static advent star LOD distance tweaks
1 Year Ago
Restored Petur's caboose minilights. Issues with CullingVolume cured.
1 Year Ago
Progress on adding a new map layer for dungeons
1 Year Ago
Removed the 'bugreporter' key bind from the key bind options menu - it's unused anywhere in the project. Note this is NOT the F7 report key, which is functional but cannot be rebound.
1 Year Ago
Don't bother checking keycode FX if the whole object is disabled
1 Year Ago
Merge Main -> QOL Dec 22
1 Year Ago
No detail alpha by default for CarKeypad material
1 Year Ago
Car keypads now look progressively more damaged, like the main vehicle does
1 Year Ago
Code lock vehicle models now fall off when the door panels that they're attached to fall off (don't worry - the actual lock still functions though)
1 Year Ago
Hooked up destroyable vehicle lock FX. Refactored the code lock visual script. Moved LODComponent to just before the standard time in execution order, so that other scripts can cancel out the effects of PlayOnShow in their own OnEnable methods if necessary.
1 Year Ago
Fix ridge UV's
1 Year Ago
Combiner prefab setup Move pipe rendering into a child prefab for easier updates across all colour prefabs Remove multi sub mesh support, everything is using the same material now
1 Year Ago
Merge from xmas_2022
1 Year Ago
Root merge
1 Year Ago
Merge from main
1 Year Ago
UV changes
1 Year Ago
merge main to release RC
1 Year Ago
Lock destroyable effect for modular car keycode locks (not hooked up yet)