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124,596 Commits over 4,171 Days - 1.24cph!

2 Days Ago
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed s2p
2 Days Ago
Update: UI_StoreTakeover - store GUIDs to referenced prefabs - Ran Update GUIDs on MenuUI2_Store same goal as before, try to dynamically load/unload store pages. Tests: In editor, opened Abyss store page
2 Days Ago
Merge from main
2 Days Ago
Chainsaw chain now moves in third person
2 Days Ago
meta_shift -> main - blueprint fragment baseline
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
meta_shift/loot -> meta_shift
2 Days Ago
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
2 Days Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
2 Days Ago
sail model and textures
2 Days Ago
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor
2 Days Ago
Update: UI_StoreItemOverlayPage - store GUIDs of textures - Added utility to fetch GUIDs from already assigned textures and saving to disk Getting ready to switch to guid resource tracking instead of relying on unity to always load textures Tests: Loaded into bootstrap scene in editor and opened Abyss store page
2 Days Ago
merge from naval_update
2 Days Ago
merge from naval_update/floating_cities
2 Days Ago
Merge from ai_scientist_iteration
2 Days Ago
floating city 1 s2p
2 Days Ago
Merge from naval_update
2 Days Ago
- Fix for third person attack hit not playing whilst crouching - Reload (unscrew cap) and chain pull sounds now play in third person - Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
2 Days Ago
PT_Boat -> naval_update
2 Days Ago
Use unitask for async operations
2 Days Ago
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
2 Days Ago
- Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave. - Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
2 Days Ago
Adding updated climb and sky diving anims
2 Days Ago
moved HeightMap and TopologyMap query jobs to be deterministic
2 Days Ago
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
2 Days Ago
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2 Days Ago
Added two new plywood dressing variants for improv walkway kit
2 Days Ago
merge from naval_update/deep_sea/cargoship
2 Days Ago
Vehicle whitelist for deep sea portals Added a debug convar to ignore the whitelist for testing purposes
2 Days Ago
Added empty Edit/finish editing menu options to the steering wheel. Godegen.
2 Days Ago
s2p bluecard monuments airfield powerplant trainyard watertreatment
2 Days Ago
burst update 1.8.18 -> 1.8.25
2 Days Ago
added additive judding layer for when the vm chainsaw is switched on and edited 3p attack idle animation
2 Days Ago
- Added a scroll velocity for the emission mask. - Made the emission mask UVs separate from the emission UVs.
2 Days Ago
Wheel placement rotation
2 Days Ago
pump shotgun animation updates
2 Days Ago
floating city 2 initial idea layout
2 Days Ago
Steering whell placement prefab setup
2 Days Ago
merge from landmarkinfo_revert
2 Days Ago
Removed untranslatedName in LandmarkInfo, wasn't necessary
2 Days Ago
Cargoship merge fixes
2 Days Ago
merge from deep_sea
2 Days Ago
Clean codegen
2 Days Ago
merge from naval_update
2 Days Ago
ClientIOLineEditor server compile fix
2 Days Ago
Merge from parent
2 Days Ago
Codegen
2 Days Ago
merge from main (needs codegen)