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138,763 Commits over 4,352 Days - 1.33cph!

1 Year Ago
Fixed swing bridge not swinging on harbor_1 Fixed ramps on both sides of the swing bridge swinging with the bridge S2P both harbors
1 Year Ago
Materials
1 Year Ago
Handling tweaks
1 Year Ago
Added a collider to the arm piece that grabs containers on the crane Fix container dressing prop LODs not marked as dynamic
1 Year Ago
Further handling work. No longer need smoothSteerAngle var.
1 Year Ago
Merge from main
1 Year Ago
Undo acciddental bootstrap physics edit
1 Year Ago
Improved bike handling
1 Year Ago
Add sidecar bike to my test map
1 Year Ago
Ensured trigger is set properly on one of the harbor 1 cranes - prevents flyhack kick
1 Year Ago
Added a more accessible harbor 2 cargo path
1 Year Ago
Push prefab
1 Year Ago
fixed ramp/bridge mesh overlapping when rotating
1 Year Ago
updated swing bridge
2 Years Ago
progress
2 Years Ago
Add LOD fading integration
2 Years Ago
Added SSS support - doesn't pass through to deferred stage but compiles
2 Years Ago
Add `ui_pool_max_list_size` convar to fix UI instantiation lag until unity 2022 Set default max list size to 1,000 Don't pool any lists > 1k
2 Years Ago
minigun spin + gunshot sound WIP
2 Years Ago
Running all speed tree animation off of one clock with various sub-element oscilations now calculated in shader, to make support for motion vectors easier. More work needed to see if this isn't duplicating effort.
2 Years Ago
Fixed Fluid Switch Pump being unwirable
2 Years Ago
Screen content iteration. Oscilloscope.
2 Years Ago
Fixed incorrect terrain height in harbor 1
2 Years Ago
Reserialized materials
2 Years Ago
Re-add text null check
2 Years Ago
Subtract broken prefab
2 Years Ago
Re-enable tooltip text for single vendor names
2 Years Ago
Replaced old cranes in harbor_2 Replaced old portacabin meshes in both harbors Added doors to all portacabins in harbor_2 Fixed missing ladder trigger in harbor_2 Moved one of the light switches to the rooftop in harbor_1
2 Years Ago
Updated stationary scientist AI design. Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
2 Years Ago
Fix nexus map not appearing until you close and reopen it
2 Years Ago
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
2 Years Ago
Change the zone details on nexus map to use flex layout Use a separate prefab for the zone labels on the details panel vs. the map markers
2 Years Ago
Merge from main -> 2022_3_20f1
2 Years Ago
Stationary design update
2 Years Ago
Added support for LOD cross fade
2 Years Ago
Added a stationary AI design and fille. Updated Bradley scientist prefabs to reference it as an additional design.
2 Years Ago
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
2 Years Ago
moved screen back more
2 Years Ago
screen placement position move
2 Years Ago
Fix right clicking attachments going onto held gun instead of into open backpack
2 Years Ago
Hovering over a vending machine now shows the names of the machines (as it used to)
2 Years Ago
Vendor UI now closes automatically when map is closed.
2 Years Ago
Harbor_1 / moved broken loot spawnpoints to the new island Scene2prefab
2 Years Ago
disabled snow effects on train tracks as it doesn't play well with biome tint and procedural railroad connections
2 Years Ago
Hide Poncho models/ materials/ prefabs
2 Years Ago
Reposed Burlap Gloves to match updated player rig
2 Years Ago
S2P all
2 Years Ago
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
2 Years Ago
Added snow setup to roads prefabs
2 Years Ago
Compile fixes