reporust_rebootcancel

124,322 Commits over 4,171 Days - 1.24cph!

2 Days Ago
Include a version number (4 bits) to make future crosshair code changes easier and allow us to keep compatibility with old codes Switch to base 62 to ensure only alphanumeric characters are used
2 Days Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
2 Days Ago
color tweak on floating_walkways_surfaces_a mat
2 Days Ago
Force a reverse of at least x seconds
2 Days Ago
Environment volumes added to supplies barge, falloffs tweaked in farm and supplies. Increased LOD values for floating walkways. New jerrycan coloured variants.
2 Days Ago
merge from drone_storage_slot
2 Days Ago
merge from main
2 Days Ago
material tweaks to piers of floating city to enhance readability, increase algae look
2 Days Ago
undo typo
2 Days Ago
added "marked hostile" text to rc fro drone feedback, fixed text not being disabled when drone is destroyed
2 Days Ago
Make sure cargoship cannot spawn from the deep sea side when trying to find a random point offshore
2 Days Ago
pass down override item into SetUpThrownWeapon virtual func, fixes casette recorders
2 Days Ago
handle inter-realm collision properly in EntityCollisionMessage by ignoring it, not converting the entity
2 Days Ago
Merge from vram_monitoring
2 Days Ago
Changed the texture.memory_budget_factor convar to texture.memory_vram_factor to prevent old settings being loaded. This was also set to Debug only with no saving, as the memory budget for textures is now fully calculated via code.
2 Days Ago
fixed normal item drop that had broken in cleanup
2 Days Ago
merge from naval_update
2 Days Ago
merge from main
2 Days Ago
Manifest
2 Days Ago
Merge from parent
2 Days Ago
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
2 Days Ago
merge from hot_air_balloon_mark_users_hostile
2 Days Ago
merge from meta_shift
3 Days Ago
Fixed clutter spawns.
3 Days Ago
Tropical ground foliage spawntable stuff
3 Days Ago
Manifest
3 Days Ago
Clutter debug
3 Days Ago
Merge from naval_update
3 Days Ago
Progress.
3 Days Ago
merge from main
3 Days Ago
Start and end game phase on the timeline based on when you're in a server or not
3 Days Ago
Merge from main
4 Days Ago
Tweaks.
4 Days Ago
Finalized sans clutter spawns
4 Days Ago
Collision fixes. Scene stuff.
4 Days Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
4 Days Ago
Dressing
4 Days Ago
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4 Days Ago
Merge from blueprint_unlock_fix
4 Days Ago
Fix for workbench tech tree appearing fully unlocked, woops
5 Days Ago
Fix steering and gas pedal hallucinations
5 Days Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
5 Days Ago
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5 Days Ago
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