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126,864 Commits over 4,109 Days - 1.29cph!

12 Days Ago
Removed test arg in initial home navigate
12 Days Ago
Gesture menu progress, some refactoring and polish
12 Days Ago
Water pump idle loop audio is now affected by occlusion.
12 Days Ago
Server Browser design changes
12 Days Ago
Thrust position calculation fix
12 Days Ago
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12 Days Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
12 Days Ago
ghost ship interior progress
12 Days Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
12 Days Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Mark a bunch of collision meshes as R/W
12 Days Ago
Pilot Codelock - added cinematic textures and materials
12 Days Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
12 Days Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
12 Days Ago
Pilot Codelock - updated icon, fixed material order in LODs
12 Days Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
12 Days Ago
Add auto-save paintings option
12 Days Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
12 Days Ago
Fix error with turret lerpspeed when compiling in NONE configuration
12 Days Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
12 Days Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
12 Days Ago
Merge from main
12 Days Ago
update prefab to include item information
12 Days Ago
Fix client server directives compile errors
12 Days Ago
Update header buttons to match all the others
12 Days Ago
Fixed abyss pack page tag
12 Days Ago
WIP Automatic thrust point calculation based on hull blocks
12 Days Ago
Reimplementation of session events
12 Days Ago
Disable scientist obstacle avoidance as it causes them to get stuck
12 Days Ago
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
12 Days Ago
Fix error from missing param in animator
12 Days Ago
Tag hull pieces
12 Days Ago
- Fix scientists noticing the player again too quikcly after losing them (their awareness value was not decreasing properly) - Fix scientists turning to look at players before they fully noticed them
12 Days Ago
made pilot codelock a skinnable of the codelock, fixed codelock not being default craft after it was broken by the skinnable addition
12 Days Ago
Update: BaseRaidBench - use projectile specific velocity Tests: ran scene
12 Days Ago
Backgound thread that keeps a Steam auth ticket refreshed for events
12 Days Ago
Update: BaseRaidBench - weapons now use their respective projectiles instead of rifle bullets - EffectLibrary can return GameObjects now Tests: ran the scene. Server-side projectiles need further massaging (as there's no server)
12 Days Ago
Track how long since a boat has had a player aboard. Auto close sails after ~30 seconds of having no players aboard.
12 Days Ago
Compass burst cloth and rig update
12 Days Ago
Fixed half height shelf and bathtub planter having weird placement issues sometimes Fixed computer station and twitch desk not being able to be corner snapped
12 Days Ago
Update: BaseRaidBench - implement firing cooldown At least now frame time stabilizes around 150ms. Tests: ran the scene.
12 Days Ago
Implement AnyPlayersOnBoat
12 Days Ago
Removing moss from floating walkway mats
12 Days Ago
Footer styling to match other areas
12 Days Ago
EngineOn now checks for open sails and thrust
12 Days Ago
ghost ship interior progress
13 Days Ago
Save and load fog
13 Days Ago
merge from main - RC