reporust_rebootcancel

106,758 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Fixed furnace volumetrics appearing incorrectly in furnace icons Added HideDuringRenderer array to PropRenderer component
1 Year Ago
Fix unassigned train parent triggers in this branch (due to creating the standard train trigger)
1 Year Ago
Unsaved
1 Year Ago
1 Year Ago
Fixed the console colours not working anymore in this branch
1 Year Ago
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1 Year Ago
Merge from static_group
1 Year Ago
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1 Year Ago
Code review: properly fix SetVisible not working on MeshCull components. Added a force optional paramter to SetVisible. MeshCull components were remembering their state when they were disabled, when entering the HLOD bounds LODComponents are told to become visible and then adjust based on LOD however MeshCull components would ignore this as their saved state wouldn't have changed. Once in this state the MeshCUll component would think it was disabled, but it's mesh was actually visible. This likely wouldn't have been problematic if the player came into range via a CullingVolume as the player would be closer to the renderer as opposed to hundreds of metres away in the case of a HLOD component, however I've applied the same fix in that case.
1 Year Ago
Changed halloween.enabled from ServerVar to ReplicatedVar so that client-side entities can check whether it's currently enabled.
1 Year Ago
Code review: use enabled state instead of ToggleEnabled method
1 Year Ago
Dynamic torch flame WIP
1 Year Ago
Merge from main
1 Year Ago
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Rendering but no color or rotation
1 Year Ago
ferry terminal interior wip
1 Year Ago
Fixed caustics bugs, caustics also now show underneath the water plane.
1 Year Ago
merge from scarecrow_ai
1 Year Ago
throw&aimtweaks
1 Year Ago
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1 Year Ago
Scarecrow breathing audio toggles
1 Year Ago
AI target/hostile checks for scarecrow targets
1 Year Ago
merge from scarecrow_ai
1 Year Ago
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1 Year Ago
Attempt to enable instancing in standard shader
1 Year Ago
Widened train engine parent triggers a little further
1 Year Ago
Compile fix
1 Year Ago
Fixed situations where we tried to get the value of a set of cards on the client when some were actually unknown (and therefore calculated as the default two of spades). Dealer now correctly knows if it got Blackjack and puts on its cool shades.
1 Year Ago
GPU instancing on some mats & texture import optimization
1 Year Ago
A few general adjustments
1 Year Ago
Final pikes iteration Scene backup
1 Year Ago
Fixed card content not showing up anymore
1 Year Ago
Calculate greatest common denominator for payout ratios and show them as a nicely formatted string on the main monitor (so that the ratio string is formed programmatically, and we don't have to worry about it not matching up if we change payouts in the future)
1 Year Ago
Card table on test map
1 Year Ago
Reinstate a couple of things that I needed to stomp on merge
1 Year Ago
Merge Main -> Blackjack
1 Year Ago
Update loot panels before merge
1 Year Ago
LOD handling for pipes
1 Year Ago
Widened the trigger volumes on the work carts and locomotive, to allow for standing safely on the side rails
1 Year Ago
Added support for conveyors to specify a maximum amount to move per tick, so large stacks of items will get moved gradually Set to 128 for now, will need revisiting
1 Year Ago
Add some basic analytics for halloween event
1 Year Ago
Fixed default inventory editor loadout not working
1 Year Ago
Skinnable setup
1 Year Ago
Remove the countdown text
1 Year Ago
Use Canvas enable/disable instead of gameobject SetActive (performance). Show dealer's card value as "Bust!" if over 21. Fit a card value of 10 on one line.
1 Year Ago
Zeroed the prefab because OCD
1 Year Ago
"Place Bets" display