reporust_rebootcancel

153,586 Commits over 4,536 Days - 1.41cph!

1 Year Ago
Adding vendor NPCs and recycler, etc. to floating city level
1 Year Ago
missing localize on rcmenu
1 Year Ago
Include a version number (4 bits) to make future crosshair code changes easier and allow us to keep compatibility with old codes Switch to base 62 to ensure only alphanumeric characters are used
1 Year Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
1 Year Ago
color tweak on floating_walkways_surfaces_a mat
1 Year Ago
Force a reverse of at least x seconds
1 Year Ago
Environment volumes added to supplies barge, falloffs tweaked in farm and supplies. Increased LOD values for floating walkways. New jerrycan coloured variants.
1 Year Ago
merge from drone_storage_slot
1 Year Ago
merge from main
1 Year Ago
material tweaks to piers of floating city to enhance readability, increase algae look
1 Year Ago
undo typo
1 Year Ago
added "marked hostile" text to rc fro drone feedback, fixed text not being disabled when drone is destroyed
1 Year Ago
Make sure cargoship cannot spawn from the deep sea side when trying to find a random point offshore
1 Year Ago
pass down override item into SetUpThrownWeapon virtual func, fixes casette recorders
1 Year Ago
handle inter-realm collision properly in EntityCollisionMessage by ignoring it, not converting the entity
1 Year Ago
Merge from vram_monitoring
1 Year Ago
Changed the texture.memory_budget_factor convar to texture.memory_vram_factor to prevent old settings being loaded. This was also set to Debug only with no saving, as the memory budget for textures is now fully calculated via code.
1 Year Ago
fixed normal item drop that had broken in cleanup
1 Year Ago
merge from naval_update
1 Year Ago
merge from main
1 Year Ago
Manifest
1 Year Ago
Merge from parent
1 Year Ago
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
1 Year Ago
merge from hot_air_balloon_mark_users_hostile
1 Year Ago
merge from meta_shift
1 Year Ago
Fixed clutter spawns.
1 Year Ago
Tropical ground foliage spawntable stuff
1 Year Ago
Manifest
1 Year Ago
Clutter debug
1 Year Ago
Merge from naval_update
1 Year Ago
Progress.
1 Year Ago
merge from main
1 Year Ago
Start and end game phase on the timeline based on when you're in a server or not
1 Year Ago
Merge from main
1 Year Ago
Tweaks.
1 Year Ago
Finalized sans clutter spawns
1 Year Ago
Collision fixes. Scene stuff.
1 Year Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
1 Year Ago
Dressing
1 Year Ago
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1 Year Ago
Merge from blueprint_unlock_fix
1 Year Ago
Fix for workbench tech tree appearing fully unlocked, woops
1 Year Ago
Fix steering and gas pedal hallucinations
1 Year Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
Nature dressing. Tree tweaks.