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126,694 Commits over 4,109 Days - 1.28cph!

11 Days Ago
Polished gesture list, split assigned and unassigned gestures
11 Days Ago
Apply delta time
11 Days Ago
Expose a MovementMultiplier slider to SimpleFloatingEntity
11 Days Ago
merge from main
11 Days Ago
Reapply the subtraction 124982 124983 of the other subtraction (revert_metabolism)
11 Days Ago
Compile fix
11 Days Ago
UI_Window warning editor only
11 Days Ago
Gesture menu progress
11 Days Ago
Restored store cart button
11 Days Ago
Small fixes and tweaks
11 Days Ago
Restored F1 item menu
11 Days Ago
Subtract 124976
11 Days Ago
Subtract 124978
11 Days Ago
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11 Days Ago
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11 Days Ago
revert_metabolism -> main
11 Days Ago
compile error
11 Days Ago
Properly revert
11 Days Ago
revert_metabolism -> main
11 Days Ago
Revert 123078
11 Days Ago
Fixed workshop scene using jungle color grading if the camera is in a particular spot
11 Days Ago
Baseline
11 Days Ago
Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene
11 Days Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
11 Days Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
11 Days Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
11 Days Ago
Convars for aboard player and auto close sails checks.
11 Days Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
11 Days Ago
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
11 Days Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
11 Days Ago
Removed test arg in initial home navigate
11 Days Ago
Gesture menu progress, some refactoring and polish
11 Days Ago
Water pump idle loop audio is now affected by occlusion.
11 Days Ago
Server Browser design changes
11 Days Ago
Thrust position calculation fix
11 Days Ago
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11 Days Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
11 Days Ago
ghost ship interior progress
11 Days Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
11 Days Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.
11 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
11 Days Ago
Mark a bunch of collision meshes as R/W
11 Days Ago
Pilot Codelock - added cinematic textures and materials
11 Days Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
11 Days Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
11 Days Ago
Pilot Codelock - updated icon, fixed material order in LODs
11 Days Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
11 Days Ago
Add auto-save paintings option
11 Days Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
11 Days Ago
Fix error with turret lerpspeed when compiling in NONE configuration