reporust_rebootcancel

144,450 Commits over 4,444 Days - 1.35cph!

Yesterday
Added hair Dyes
Yesterday
m16 3 round burst fire only
Yesterday
merge from shelves_fixes
Yesterday
Moved conditional meshes to it's own folder
Yesterday
Small fixes ponytail/bun
Yesterday
Fixed the depth bias for directional shadows on RRP
Yesterday
m16 and bdu loot
Yesterday
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Yesterday
merged 2 objects for LOD0
Yesterday
Added hairstyles to the hair pool
Yesterday
Ponytail/Bun conditionals setup
Yesterday
Ponytail/Bun setup
Yesterday
merge from hackweek_map_incomplete_dl_fix
Yesterday
merge from nvidia_reflex_support_check_fix
Yesterday
merge from static_instruments_offset_fix take source on floating city prefabs
Yesterday
Loot spawn gen: bdu pants m16
Yesterday
Fixed torch using the industrial torch attack sound
Yesterday
fixed supply drop ballistic era
Yesterday
merge from wiretool_cave_fix
Yesterday
Reduced the amount of network override volume added on 152989, for performance reasons S2P cave_small_hard and cave_large_sewers_hard
Yesterday
Lots of boilerplate for shop renting system Expose a scrap cost per real time hour and initial fee for opening a shop Require initial fee and 24 hours of rent to open the store Deduct rent each hour, evict owner if can't make rent Rent is stored in VM storage, so successful sales will extend tenancy Added RentableShop.ProcessRentTick convar that makes all shops pay rent straight away
Yesterday
Merge from main
Yesterday
Automatically add geoclip component when switching terrain renderer enum in editor
Yesterday
Merge from main
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Merge from ballistic_helmet_weight_fix
Yesterday
S2P all floating cities, fixes missing mannequin meshes
Yesterday
Remove unused override
Yesterday
Merge from industrial_dlc
Yesterday
Fixed industrial torch anims not applied to sub systems
Yesterday
Merge from main
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Merge from mortar_prototype (fixes mortar animations)
Yesterday
Fix editor only NRE when playing first person sounds
Yesterday
Merge from main
Yesterday
Fix
Yesterday
Fixed ProjectileModPartVisibility disabling unrelated VM's on deploy Removed viewmodel string based lookup, now requires the same component on the VM with direct references (string lookup will return the root transform if no match was found, so the whole VM was being disabled)
2 Days Ago
Fix static xylophone and drumkit being offset in monuments after they were converted to prefab variants in 142496 and 142494 Manually restore their old positions in Music_Stage and Casino Barge prefabs S2P Outpost + Floating Cities
2 Days Ago
exported updated 3p jump and jump midair anims
2 Days Ago
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3 Days Ago
Fixed old bug where the desert military base `desert_dwelling_single_j` (the big silo) could have another dwelling spawn inside of it after server restart. Added a simple box collider at the anchor point where spawn checks were made. Tested in editor
3 Days Ago
Lazy create the IOCircuitSystem when registering the first io entity Converted computer station, digital clock and command block
3 Days Ago
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4 Days Ago
merge from main
4 Days Ago
change industrial auto turret inventory handling sound
4 Days Ago
deploy/open/close sounds for industrial storage and furnaces
4 Days Ago
industrial auto turret sounds
4 Days Ago
morph cache add dye sets to hair sets
4 Days Ago
conditional hair setup (pointing to midlength meshes for now)