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107,008 Commits over 3,836 Days - 1.16cph!

2 Years Ago
Work cart DIY attachment model, LODs, collider and gibs New work cart material variants Split work cart railings into a separate object so that they can be hidden
2 Years Ago
Testing a different method for ray casting
2 Years Ago
material updates following texture changes
2 Years Ago
concrete_h and concrete_h_var (puddle variant, now has its own set of maps)
2 Years Ago
2 Years Ago
Fixed MilTuns & LS interiors having a bunch of missing stuff, such as lighting and more. (No AI in this changeset, to be migrated from latest)
2 Years Ago
merge from monument_lighting_upgrade
2 Years Ago
trainyard backup
2 Years Ago
industrial buildings prefab updates - many were missing mesh decal renderer scripts.. a regression?
2 Years Ago
stair_ladders set extra
2 Years Ago
material updates following texture changes
2 Years Ago
uploading re-worked texture sets stair_ladders, concrete_f, concrete_a, concrete_d, concrete_b, concrete_g
2 Years Ago
Unity doesn't like empties within empties exported from blender apparently, so i made a work-around and fixed the dial needles updated prefab - needles should work via code now.
2 Years Ago
Pistol and rifle ammo crafting setup
2 Years Ago
Added additional preferred alternate paths for the train cars. Fixes train cars sometimes getting pulled a little way down the wrong path at a junction before correcting themselves.
2 Years Ago
Fixed corrupt cactus prefabs from interaction_sounds branch 71048
2 Years Ago
merge from mapper_requests_may22
2 Years Ago
merge from interaction_sounds
2 Years Ago
merge from death_screen_improvements
2 Years Ago
Added an explanatory comment
2 Years Ago
Remove missed debug print
2 Years Ago
- Code review: Use pooling for GetAll. - Fixed errors when wagons are spawned not on tracks.
2 Years Ago
Iterate through list of remote controllables rather than all server entities
2 Years Ago
Reduce to 60m, 75m made the valid areas of some siding spawns very short
2 Years Ago
Increased rail spawn population MIN_MARGIN from 40m to 75m. The new side rails take longer to diverge, which was sometimes causing spawned trains to block the main track a bit.
2 Years Ago
Merge from spraycan_merge2
2 Years Ago
Toggling hide signs will now update the sprays that already exist to respect the setting (previously a player would need to leave and return to network range for the spray to properly hide)
2 Years Ago
Fixed incorrect WorldSpline tangent results when the splines were on scaled transforms. TransformVector includes scaling but TransformDirection doesn't
2 Years Ago
Added global.ClearSpraysInRadius with an optional radius parameter (defaults to 16 if unset)
2 Years Ago
Fixed freehand sfx not working when the viewmodel camera was enabled
2 Years Ago
Merge from sav225
2 Years Ago
merge from hapis_conversion
2 Years Ago
merge from newrecoil
2 Years Ago
merge from launchsite_ai
2 Years Ago
network++ save++
2 Years Ago
merge from rail_network_3
2 Years Ago
Merge from main
2 Years Ago
Forest density improvements 1/2
2 Years Ago
removed unnecessary viewmodel prefab, renamed worldmodel prefab
2 Years Ago
world model prefab setup, item prefab updated to use correct worldmodel prefab
2 Years Ago
renderer setup to use viewmodel script
2 Years Ago
fixed extended mags having condition extended mags information panel adjusted crosshair opacity and scale fixed primary magazine exploit when removing extended magazines lowered directional damage indicator fade time fixed respawn bug in weapontest added rough kill feed to weapontest added 100 max hp start to weapontest
2 Years Ago
merge from main
2 Years Ago
Added open/close interaction sounds to a bunch of deployable items (using existing/un-linked sounds).
2 Years Ago
Merge from main
2 Years Ago
Updated watchtower prefabs to use new material variants / tweaked LOD textures to match
2 Years Ago
Airfield material tweaks / office_bld_a_ext mesh fixes / concrete_f and concrete_h texture variants
2 Years Ago
Zipline pylons down west side.
2 Years Ago
Updated dirt_stains_leaks texture
2 Years Ago
Fishing fixes to take displacement into account.