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129,373 Commits over 4,232 Days - 1.27cph!

5 Days Ago
Added HMLMG to the skin viewer
5 Days Ago
Fixed back button not closing store pages
5 Days Ago
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5 Days Ago
merge from multidrop_nre_fix
5 Days Ago
SocketMod_Anchor now checks VehicleLarge during deployment
5 Days Ago
More anchor and sail fixes
5 Days Ago
Anchor and sail fixes
5 Days Ago
Wrap the whole menu init sequence in a try/catch
5 Days Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
5 Days Ago
Convert remaining blocks to vehicle large
5 Days Ago
5 Days Ago
More IO prefabs allowed on Vehicle Large layer
5 Days Ago
volume changes on floating city sounds
5 Days Ago
Update: Adopt Scientist2FSM to be aware of ghostship navmesh Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
5 Days Ago
Remade solar panel collider using primitives
5 Days Ago
Set most IO prefabs as deployable on vehicle large layer
5 Days Ago
matrix textures & updated box prefab with example matrix model
5 Days Ago
Tweaked the medium battery mesh collider so it can be convex
5 Days Ago
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
5 Days Ago
Started working on supporting IO on boats, wires and IO handles are now parented to their IO entity Wire reconnection messages are sending local pos
5 Days Ago
ambience sounds added to every barge and walkway on the floating cities
5 Days Ago
merge from main
5 Days Ago
First initial test for explosives component box
5 Days Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
5 Days Ago
Reorient the front point pivot
5 Days Ago
Steering wheel prefab cleanup
5 Days Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
5 Days Ago
Fixed position offset on the front turret
5 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
5 Days Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
5 Days Ago
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
5 Days Ago
merge from boat_building
5 Days Ago
Fixed realm removes after object rework
5 Days Ago
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
5 Days Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
5 Days Ago
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
5 Days Ago
test mesh add
5 Days Ago
merge from server_occlusion_height_fix
5 Days Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
5 Days Ago
Animation pass on the rear 50cal
5 Days Ago
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
5 Days Ago
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
5 Days Ago
part 2
5 Days Ago
texture and material updates
5 Days Ago
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
5 Days Ago
merge from main
5 Days Ago
cleanup
5 Days Ago
deployable easel
5 Days Ago
trying to make sense of shit code I wrote a year ago
5 Days Ago
edited 3p chainsaw harvesting anim and reset tranlation in its entity