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64,900 Commits over 2,679 Days - 1.01cph!

29 Minutes Ago
Fixed two lab module edge cases: - labs modules spawning inside eachother - moonpool obstructed by modules spawning underneath
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44 Minutes Ago
Tweaked train platform colliders to make it easier to jump onto the platforms while standing on the tracks
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1 Hour Ago
Underwater lab MaxCountIdentifier setup
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1 Hour Ago
fixed gear clutter decor lod popping too close
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2 Hours Ago
higher seating pos on toilet
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3 Hours Ago
Attempt at fixing z-flickering in bypass tunnels
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3 Hours Ago
Making an underwater labs .public and .security door prefab as entities don't seem to keep the value changes made on placed prefabs and default to their saved values when using the same door for both purposes in puzzles. Updated all modules to display the right door accordingly Manifest
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3 Hours Ago
Fixed fishing villages sometimes spawning inside harbors Fixed fishing villages still sometimes spawning in the arctic biome
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4 Hours Ago
Added an additional vendor to fishing village
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4 Hours Ago
Updated menu background videos
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6 Hours Ago
Created a separate door entity prefab for underwater labs - allows to use the metallic variant of the material Fixed issue related to realmed remove /saving with puzzle doors
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6 Hours Ago
Fixed jumpsuit not displaying within demos played through the editor
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Today
Flow fixes to dwellings, fixed some trash clipping out bases Fixed toilets not being mountable Fixed mic in crew quarters not mounting
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Today
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
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Today
Merge from main
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Today
Added basic collision to torpedo smoke and bubbles so that the effect can't clip inside the submarines (most visible when driving forward at some speed and shooting a surface torpedo)
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Today
Minor test map edit
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NRE fixes in GameObjectRef + DroppedItem
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Today
Minor edit
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Today
Don't allow firing torpedoes at all if the sub isn't in the water
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Today
Improved torpedo projectile behaviour, handle edge case environments. Some refactoring.
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Water System prefab update with scaled time (temp)
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Merge from main
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Today
Fix subs getting kicked back by the colliders on torpedoes
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Today
Naming consistency fix.
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Today
Missing file.
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Today
Timed explosive prjectiles can now supply a different explosion for when underwater. Hooked it up for torpedoes.
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Today
Add effect recycle to explosion_underwater_surface
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Today
Fixed pink surface splash
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Today
Hooked up torpedo explosion effects. Told the main effect not to loop.
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Today
Added Hidden/TerrainEngine/Splatmap/Diffuse-AddPass to always included shaders list
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Today
Hooked up catfish mesh and marked catfish as fishable (high end fish found in rivers and swamps) Reeling in while a fish isn't moving will now cause less line strain Made the angle check more forgiving when the fish is close (should help cases where the fish rapidly swims left/right when very close to the player and triggers the angle line snap)
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Merge from main
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Today
Player should no longer keep moving if they were holding down a move input when they cast the fishing line
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Today
Mark driver as hostile when firing a torpedo
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Today
Added extra world colliders for the duo sub feet, so it sits on land more nicely
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Today
Don't allow subs to descend when out of fuel, but do still allow them to rise
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Today
Fixed fishing rod description not correctly substituting the input binding (will need a phrase rebuild)
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Today
Add audio for the ammo flag flipping state
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Today
Fixed helicopters bouncing from ground hit damage
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Today
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Today
Added rowboat protection (torpedo anti vehicle damage)
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Today
Pass on red card puzzle lab module loot
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Today
Fixed underwater_labs crate ammunition using wrong container
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Yesterday
Fixed shadowfrax typos Phrases
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Yesterday
Fixed train_tunnel_stop_transition_b_36m_mirr offset chain link fence from #63867
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Yesterday
Fixed poker table blocking movement at swamp_c
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Yesterday
Added nice bounce easing for the duo sub ammo flag
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Yesterday
Removed underwater lab vending machine
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Yesterday
Fixed train_tunnel_stop_transition_b_36m_COL r/w navmesh errors
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