reporust_rebootcancel

122,066 Commits over 4,048 Days - 1.26cph!

2 Years Ago
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
2 Years Ago
Merge from industrial
2 Years Ago
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer Increased the offset industrial pipes have from the placement surface by 0.01
2 Years Ago
Vehicle turret loot panel
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Add a mission objective script to deal X damage to a specific mission entity Fail the objective if the target entity is not found anymore Add an option to specify if an objective is required, and if it is then failing it will fail the mission
2 Years Ago
Misc shader variant cleanup
2 Years Ago
Fixed compile error in Standard-Particle for instancing permutation
2 Years Ago
Fixed compile errors in Standard-Indexed shader set
2 Years Ago
Fix for certain TOD
2 Years Ago
Fixed edge case of underground train entrance stairs not connecting to underground line
2 Years Ago
AH post grading WIP Underlying material tweaks
2 Years Ago
Merge from nexus
2 Years Ago
added weaponrack_tall
2 Years Ago
compound s2p
2 Years Ago
updated slide decal graveyard walls - added a damaged segment for compound compound progress backup
2 Years Ago
added weaponrack_wide
2 Years Ago
Merge from main
2 Years Ago
Remove debug log
2 Years Ago
Reduced variant count on core shaders
2 Years Ago
caves s2p
2 Years Ago
Merge from main
2 Years Ago
cave segments S2P
2 Years Ago
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2 Years Ago
cherry picking 78943
2 Years Ago
killed shadow proxies on cave segments - needs deep S2P
2 Years Ago
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2 Years Ago
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2 Years Ago
compile fixes
2 Years Ago
pooling/reuse tweaks for pegs and pivot points, also now works for placement ghost models.
2 Years Ago
compound S2P
2 Years Ago
added some extra sentries to cover exits extra dressing
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
Item redirects will no longer appear in the filter search Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes) Fixed NPC clothing appearing in the filter search box
2 Years Ago
Fix flag toggles fighting with game object LOD scripts
2 Years Ago
Another gun cam fix
2 Years Ago
Fixed gun cam screen not turning off anymore
2 Years Ago
Removed unused bits and pieces
2 Years Ago
Added (very basic) UI to attack heli
2 Years Ago
Turn damage FX off by default for now
2 Years Ago
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
2 Years Ago
- Fixed 'Powered' list set on attack heli not showing/hiding correctly. - BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set. - EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported. - New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
2 Years Ago
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
2 Years Ago
Fixed min/max variables not working when assigned to blueprint filters
2 Years Ago
Merge from main
2 Years Ago
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled