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123,886 Commits over 4,079 Days - 1.27cph!

1 Year Ago
Cargo decides what harbor to dock at based on spawn distance
1 Year Ago
Cargoship now moves around the island anti-clockwise
1 Year Ago
Re-added cargo notifier to harbor2 Scene2Prefab
1 Year Ago
Rounded upkeep timer minutes
1 Year Ago
merge from main
1 Year Ago
baseline
1 Year Ago
Changed upkeep timer format
1 Year Ago
player update. CNY spear entity edited so it sits in the player hands correctly
1 Year Ago
Added container drop off ground decals in both harbors
1 Year Ago
refraction material
1 Year Ago
Updated bradley scientist AI design, more defensive, more use of bradley as cover.
1 Year Ago
Check scientist target move distance is within a suitable distance from bradley
1 Year Ago
American truck models - Worked on AO - Fixed couple mirroring effects and stretching - Tuned down the dirt a notch - Tweaked the colliders
1 Year Ago
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1 Year Ago
fixed clipping issue
1 Year Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
1 Year Ago
CanSeeTarget can now take a source position offset, used to check move points.
1 Year Ago
ao on tools
1 Year Ago
moon pool crane texturing
1 Year Ago
Refactor
1 Year Ago
Remove now unused LOS offset code
1 Year Ago
AIInformationZone LOS improvements for GetBestMovePointNear
1 Year Ago
enabled material setup on AC unit prop for testing
1 Year Ago
snow effect material config setup
1 Year Ago
snow effect material config
1 Year Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
1 Year Ago
made black screenbacks all flat geo
1 Year Ago
merge from material biome improvements
1 Year Ago
asset zoo prep for props review
1 Year Ago
Merge from main
1 Year Ago
Merge from harbor_tweaks_4_cargoship
1 Year Ago
Fix container doors getting deleted when moving onto cargo ship
1 Year Ago
Adjust docked cargo position for better container access
1 Year Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
1 Year Ago
Use Continuous Speculative
1 Year Ago
Wheel terrain FX, borrowed from cars for the moment
1 Year Ago
Bike physics + visual fixes
1 Year Ago
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
1 Year Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
1 Year Ago
merge from full_server_demos -> aux2
1 Year Ago
merge simple_upload -> full_server_demos
1 Year Ago
More stabilisation stuff
1 Year Ago
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
1 Year Ago
Force update passthrough UI when switching between an input/output handle
1 Year Ago
Use async loading to load the menu+game+engine UI in parallel
1 Year Ago
Clamp angular velocity y
1 Year Ago
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
1 Year Ago
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1 Year Ago
Fixed auxiliary outputs messing with how we calculate power drain
1 Year Ago
Merge from main