reporust_rebootcancel

134,360 Commits over 4,444 Days - 1.26cph!

2 Months Ago
Merge from main Keep source on directory conflicts, viewmodel.prefab auto-merged
2 Months Ago
Add GPU check method on ConVar terrain.cullingtest
2 Months Ago
Change min/max heightmap to from R16G16_Uint to encoded R32_UInt for guaranteed compatibility
2 Months Ago
Merge from main
2 Months Ago
Apply shelve 13775 Fix terrain.geometryclipmaps not persisting properly
2 Months Ago
Added new TriggerMonumentIOArea component that allows IO wiring inside the bounds even if those bounds are within a monument (still won't work if the player is build blocked)
2 Months Ago
Merge from main
2 Months Ago
Crude produced at a monument is locked, can only be moved via IO Stays locked once it's transferred into the car fuel tank, can only be removed at a car lift Items flagged as Locked are now blocked from moving via MoveItem RPC (might have side-effects)
2 Months Ago
Merge from quarry_material_fix
2 Months Ago
Disable terrain blend on quarry material
2 Months Ago
Merge from ducked_splash_fix
2 Months Ago
Slight change for better LOS check
2 Months Ago
Merge from main
2 Months Ago
- Anim polish for the 10000 time - Missing phrases
2 Months Ago
Some more animations, some more polish
2 Months Ago
- Fix incorrect sizing in entry - Fix vending entry virtual item icon having its icon amount updated - Darken sold out section no longer blocks raycasting so you cans till see whats being sold on hover - Various further changes to admin dialog, spacing layout etc - Much better 'vending' panel
2 Months Ago
- Display vending name in the loot panel - Fixed updated vending names not auto updating until you look at a machines name on the map - Add in a 'sold out' modifier per entry - Further vending admin dialog changes
2 Months Ago
Merge from main, many conflicts Auto resolved all code changes except for BallistaGun, used IK handling on this branch Auto resolved all prefab changes except for salvaged_cleaver.entity, used the holster position/rotation on this branch
2 Months Ago
Various theming changes on the customer panel. Too many to list
2 Months Ago
scruffy beard variants/hairset update again again
2 Months Ago
Added player seed
2 Months Ago
Renamed new head prefabs to fit naming convention
2 Months Ago
Setup the button callbacks
2 Months Ago
scruffy beard variants/hairset update again
2 Months Ago
Added another player seed
2 Months Ago
Fix contents not showing up
2 Months Ago
Add a 'no orders' view for when a vending machine has no orders
2 Months Ago
Fix exhaust VFX not playing correctly on chainsaw viewmodels
2 Months Ago
Merge from chainsaw_exhaust_vfx_fix
2 Months Ago
Fix for broken Longsword, Mace and baseball bat viewmodels
2 Months Ago
Rename FirstPersonSpectatorMode to SpectatorMode and invoke it when spectating in the third person camera Fixes a few things only working in the first person spectate camera
2 Months Ago
scruffy beard variants/hairset update (because of new player seed)
2 Months Ago
Player seed work
2 Months Ago
merge from main
2 Months Ago
industrial electric furnace - texture updates - material updates
2 Months Ago
Merge: from fix_boat_no_sail - Bugfix for boats and vehicles getting stuck in open areas, effects not playing, building appearing slow Tests: unit and perf tests, built and sailed a boat on craggy
2 Months Ago
Bugfix: fix player boats getting stuck while sailing (and other weird bugs) - Network subscription now creates discovered cells Was caused by overly aggressive network group lazy creation. If they are created within player subscription range, player doesn't get subscribed to them automatically, which caused all kinds of issues. This'll hurt perf over time, but no worse than current perf on Release - I'll optimize this later Tests: unit tests, perf tests and built a boat and sailed across craggy
2 Months Ago
Remaining fixtures.
2 Months Ago
merge achievement fixes to main
2 Months Ago
- Now populating new customer vending machine design - Minor adjustments to padding/setup
2 Months Ago
Update artifacts for mac, linux and windows with native fix for tiles failing to be added to navmesh when having too many triangles
2 Months Ago
merge from main
2 Months Ago
Updated gesture polish pass
2 Months Ago
Swap custom vending machine to the alternate design. Everyone will revolt if we need to scroll to see all vending orders in a shop
2 Months Ago
Fixed casting shadow issue
2 Months Ago
Icepick volume changes
2 Months Ago
Initial customer vending panel wireframe
2 Months Ago
Prototype terrain holes using stencils for better resolution Create terrain only depth prepass (also stops unity overwriting stencil state) after HoleShape pass where stencil mask is written Change terrain shader depth test to Equal (failing where prepass stencil test fails) Change hole renderer to use cubes or triangle prism configs Add HoleShape assets for minimal cube and triangle prism vertex positions and triangles Dynamically duplicate HoleShape meshes (with vertexID based instancing) to meet min vertex count for efficient instancing Improve HoleShape inspector with adjustable sliders
2 Months Ago
More Large Apartment Kitchen Cabinet and Cupboard Paint Mask Tweaks
2 Months Ago
added missing deploy anim events to the tools anim clips