reporust_rebootcancel

132,624 Commits over 4,262 Days - 1.30cph!

31 Days Ago
Small improvements to air wolf vendor conversation and some more english dialogue string fixes
31 Days Ago
Bunker cannon tweak & sandbags that match the tropical islands.
31 Days Ago
Merge: from main
31 Days Ago
rebuilt manifest
31 Days Ago
Cliff shadowproxy fixes
31 Days Ago
merge from main - will need manifest rebuilding
31 Days Ago
rebuilt manifest and skins
31 Days Ago
adjusted world model emissive values to match viewmodel
31 Days Ago
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31 Days Ago
Merge from naval_update
31 Days Ago
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31 Days Ago
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31 Days Ago
added emissive texture to front sight
31 Days Ago
NPC's can now have dialogue when you go to talk to them to complete missions. Set this up for all the new naval missions. Conversations now exit upon pressing the button to complete a mission.
31 Days Ago
Made chamfered edges on artist canvases paintable to improve seamless tiling across multiple canvases
31 Days Ago
merge from main
31 Days Ago
changes on wind ambiences for the floating cities and casino ambience set up
31 Days Ago
All combat entities (things with health) show health info below a set health threshold (default 75%), or for 1s after being attacked, or when the player is holding a hammer. - Some exceptions still apply, like when mounted to vehicles, but most things have been changed to be in parity with the new standardization
31 Days Ago
updated vm lr300 space gun reload anim
31 Days Ago
Bugfix: handle spawn groups on non-baseentity gameobjects Tests: procgen 2.5k in editor
32 Days Ago
space lr300 icon and hooked up to item prefab and steam item
32 Days Ago
Binoculars anim refresh polish
32 Days Ago
Clear TriggerHurtNotChild source entity/hurt trigger user when converting boats to editable
32 Days Ago
M92 - Added updated viewmodel and worldmodel
32 Days Ago
Fix duplicate var name
32 Days Ago
Simple fix to a broken collider on one of the control panels in NMS that would allow to drop backpacks inside them
32 Days Ago
Fixed alpha on gibs. Fixed orientation of XXL canvas in painting mode.
32 Days Ago
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
32 Days Ago
Fixed the bug with changing renderscale/dlss with Volumetric clouds set to Ultra that would blit the wrong texture to the screen
32 Days Ago
enabled decal layers [all] on mboat materials
32 Days Ago
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
32 Days Ago
Fixed the render texture memory leak in the Icon Render scene
32 Days Ago
LODs and gibs for artist canvas L, XL, XXL + prefab setup
32 Days Ago
updated vm and 3p lr300 space gun anims
32 Days Ago
Added incen rockets to fixcars 3 Added a help field to the fixcars
32 Days Ago
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32 Days Ago
Flare weapon refresh animation polish
32 Days Ago
naval_update -> main - Staging wipe, Course locked, no piviting now
32 Days Ago
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
32 Days Ago
Coconut Underwear Repose
32 Days Ago
Clean: remove obsolete TODOs Tests: none, trivial change
32 Days Ago
boat engine t2 Updated t2 techtree
32 Days Ago
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
32 Days Ago
greatly reduce low grade fuel cost for boat building
32 Days Ago
Merge: from main
32 Days Ago
HockeyMask repose
32 Days Ago
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
32 Days Ago
merge from main
32 Days Ago
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32 Days Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise