reporust_rebootcancel

130,555 Commits over 4,140 Days - 1.31cph!

Yesterday
merge glass_fix_resourcerefs to main
Yesterday
Addded mannequin to the store decor category
Yesterday
Beanbag seat - Icon update again, and fuzz shader setup update again
Yesterday
set up wallpapers for exhibit decor dlc - still need to do icons
Yesterday
Beanbag seat - Updated icons with new textures
Yesterday
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Yesterday
m249 - updated weapon audio timings
Yesterday
Update related monument prefabs
Yesterday
Fix overlapping metal/glass colliders in shop fronts and security doors.
Yesterday
spas12 - updated 3p anims to have -50 rot y on top spine control - set correct custom spine offset rot y on entity
Yesterday
hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)
Yesterday
Add small_glass to query vis job runner, only run terrain ignore checks if rays hit terrain, bump max hits to 4.
Yesterday
Chandelier, Electric Table Lamp - Added cinematic 4k textures
Yesterday
Beanbag Seat - Added fuzz shader to the cinematic materials, fixed them a bit and made them the default material for the prefab on this branch
Yesterday
Block spray can reskinning of ceilinglight
Yesterday
Wallpaper - tweaked carpet, added hexagon tiles
Yesterday
Fixed store takeover editor following the localization changes
Yesterday
updated timing of world sks reload weapon anim
Yesterday
PT Boat Updates
Yesterday
Merge from deep_sea
Yesterday
- Move recast code to the rust native project - Rust native local DLL build to test
Yesterday
Beanbag Seat - Added 4K textures and materials for media
Yesterday
split collider data SO out into its own file
Yesterday
better default params and fixed it not actually using the target MeshFilter it's given
Yesterday
More set dressing floating walkways and docks WIP
Yesterday
adjust shore epsilon for terrain-water check
Yesterday
Skin list update
Yesterday
Yesterday
Skin asset name
Yesterday
Ceiling fluorescent light is now a redirect skin of the ceiling light Power consumption upped to 2 Affects growables
Yesterday
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Yesterday
Remove non threadsafe timeWarning from multithreaded part
Yesterday
Yesterday
Beanbag Seat - Updated textures with colour changes and added fuzz shader
Yesterday
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Yesterday
merge from main
Yesterday
merge from decor_lighting_dlc
Yesterday
ContainerIOEntity now has a isLockable field Made the wall cabinet lockable
Yesterday
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Yesterday
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Yesterday
Media assets, store page
Yesterday
positioned lock empty in wall cabinet
Yesterday
Wall Storage - Deleted old icon from the main assets folder (it seems to have slipped through using the old icon tool)
Yesterday
package modifications - built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters - made lib editor only - compatibility changes for new version - removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
Yesterday
gunshot_network_range_improvements -> main
Yesterday
- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
Yesterday
fix for double audio trigger bug
Yesterday
Ensure the AK variants have the same sound range as the base ak