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127,580 Commits over 4,201 Days - 1.27cph!

14 Days Ago
Remove old meshing asset
14 Days Ago
Better eye setup (expose in weapon transform) Allow AI a wider angle before firing (15 degrees) Spawn turret with 1 hp and set immortal protection instead
14 Days Ago
Remove socket free
14 Days Ago
hull_square sockets
14 Days Ago
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14 Days Ago
aniamtion controller created for boat small engine
14 Days Ago
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14 Days Ago
Anchor sockets wip
14 Days Ago
Updating small ramp skinning
14 Days Ago
AI Debug Disable (Gunning for Ians Job Patch)
14 Days Ago
Merge from gpu_frametime_logging
14 Days Ago
Merge from shader_cascades_light_leak_fix
14 Days Ago
merge from naval_update/deep_sea
14 Days Ago
Adding 50 cal rear single rig
14 Days Ago
created boat small ramp anim controller
14 Days Ago
Material Fix front turret
14 Days Ago
Merge from boat_building
14 Days Ago
Codegen
14 Days Ago
Beachside fixes.
14 Days Ago
Spawning new player_model prefab with baker component for NPC's
14 Days Ago
floating city 2 HLOD rebake, s2p
14 Days Ago
Merge from parent
14 Days Ago
Merge from main
14 Days Ago
merge from baseplayer_vis_nre
14 Days Ago
Spawn improvements.
14 Days Ago
Experimenting with a skinned mesh baker to swap out static NPC's with static meshes at a distance Setup baker component, currently spits out a series of static meshes for the given lod level Very WIP
14 Days Ago
Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
14 Days Ago
Fixed all kinds of problems with the mesh variant of the tropical terrain material.
14 Days Ago
Fixed free hand sprays sometimes blocking hammer interaction when sprayed on a building block, this could always happen but it's worse now that the spray position is more accurate
14 Days Ago
Merge from spray_fixes_oct_2025
14 Days Ago
Merge from server_wipe_time_of_day
14 Days Ago
Merge from player_model_perf_improvements
14 Days Ago
Add debug.disable_distant_sleepers convar to toggle/compare new animator disabling logic, defaults to on Will take 10s for animators to fully disable when convar is turned on
14 Days Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
14 Days Ago
Reset default server starting time to 9, was set to 12 when testing fog volumes back in August Override craggy island to start at 10 for better visuals while playing in editor
14 Days Ago
Merge from coop_prod_fix
14 Days Ago
Merge from spray_fixes_oct_2025
14 Days Ago
Merge from cinematic_play_fallback
14 Days Ago
merge from canvas_debug_command
14 Days Ago
Fixed debug.printanimators double names in the inactive row
14 Days Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
14 Days Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
14 Days Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
14 Days Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
14 Days Ago
Fix NONE compile error in Shield.cs
14 Days Ago
merge from dynamic_occlusion_pausing -> main
14 Days Ago
Fix compile errors