reporust_rebootcancel

124,481 Commits over 4,171 Days - 1.24cph!

Yesterday
Merge from ai_scientist_iteration
Yesterday
floating city 1 s2p
Yesterday
Merge from naval_update
Yesterday
- 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
Yesterday
PT_Boat -> naval_update
Yesterday
Use unitask for async operations
Yesterday
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
Yesterday
- 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.
Yesterday
Adding updated climb and sky diving anims
Yesterday
moved HeightMap and TopologyMap query jobs to be deterministic
Yesterday
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
Yesterday
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Yesterday
Added two new plywood dressing variants for improv walkway kit
Yesterday
merge from naval_update/deep_sea/cargoship
Yesterday
Vehicle whitelist for deep sea portals Added a debug convar to ignore the whitelist for testing purposes
Yesterday
Added empty Edit/finish editing menu options to the steering wheel. Godegen.
Yesterday
s2p bluecard monuments airfield powerplant trainyard watertreatment
Yesterday
burst update 1.8.18 -> 1.8.25
Yesterday
added additive judding layer for when the vm chainsaw is switched on and edited 3p attack idle animation
Yesterday
- Added a scroll velocity for the emission mask. - Made the emission mask UVs separate from the emission UVs.
Yesterday
Wheel placement rotation
Yesterday
pump shotgun animation updates
Yesterday
floating city 2 initial idea layout
Yesterday
Steering whell placement prefab setup
Yesterday
merge from landmarkinfo_revert
Yesterday
Removed untranslatedName in LandmarkInfo, wasn't necessary
Yesterday
Cargoship merge fixes
Yesterday
merge from deep_sea
Yesterday
Clean codegen
Yesterday
merge from naval_update
Yesterday
ClientIOLineEditor server compile fix
Yesterday
Merge from parent
Yesterday
Codegen
Yesterday
merge from main (needs codegen)
Yesterday
Merge from parent
Yesterday
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
Yesterday
centered pivot of medical barge
Yesterday
merge from cargopath_map_smooth2
Yesterday
baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy
Yesterday
Clean codegen
Yesterday
merge from main
Yesterday
merge from main
Yesterday
moved the static doors out of doors category in the ghostship variant art prefabs
Yesterday
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Yesterday
Changed console system class and function min length to 1 character (from 2) (modding request)
Yesterday
Add HeightOffset to foliage placements, and force refresh in editor now recreates buffers for foliage instancing to allow for realtime placement adjustments
Yesterday
Tweaks & inst flips.
Yesterday
Polish
Yesterday
Ground clutter