reporust_rebootcancel

153,750 Commits over 4,536 Days - 1.41cph!

1 Year Ago
merge from meta_shift
1 Year Ago
fixed launchsite crate wheelie on pipe LS s2p
1 Year Ago
made chainsaw vm idle anim longer
1 Year Ago
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed s2p
1 Year Ago
Update: UI_StoreTakeover - store GUIDs to referenced prefabs - Ran Update GUIDs on MenuUI2_Store same goal as before, try to dynamically load/unload store pages. Tests: In editor, opened Abyss store page
1 Year Ago
Merge from main
1 Year Ago
Chainsaw chain now moves in third person
1 Year Ago
meta_shift -> main - blueprint fragment baseline
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
meta_shift/loot -> meta_shift
1 Year Ago
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
1 Year Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
1 Year Ago
sail model and textures
1 Year Ago
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor
1 Year Ago
Update: UI_StoreItemOverlayPage - store GUIDs of textures - Added utility to fetch GUIDs from already assigned textures and saving to disk Getting ready to switch to guid resource tracking instead of relying on unity to always load textures Tests: Loaded into bootstrap scene in editor and opened Abyss store page
1 Year Ago
merge from naval_update
1 Year Ago
merge from naval_update/floating_cities
1 Year Ago
Merge from ai_scientist_iteration
1 Year Ago
floating city 1 s2p
1 Year Ago
Merge from naval_update
1 Year Ago
- Fix for third person attack hit not playing whilst crouching - Reload (unscrew cap) and chain pull sounds now play in third person - Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
1 Year Ago
PT_Boat -> naval_update
1 Year Ago
Use unitask for async operations
1 Year Ago
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
1 Year Ago
- Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave. - Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
1 Year Ago
Adding updated climb and sky diving anims
1 Year Ago
moved HeightMap and TopologyMap query jobs to be deterministic
1 Year Ago
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
1 Year Ago
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1 Year Ago
Added two new plywood dressing variants for improv walkway kit
1 Year Ago
merge from naval_update/deep_sea/cargoship
1 Year Ago
Vehicle whitelist for deep sea portals Added a debug convar to ignore the whitelist for testing purposes
1 Year Ago
Added empty Edit/finish editing menu options to the steering wheel. Godegen.
1 Year Ago
s2p bluecard monuments airfield powerplant trainyard watertreatment
1 Year Ago
burst update 1.8.18 -> 1.8.25
1 Year Ago
added additive judding layer for when the vm chainsaw is switched on and edited 3p attack idle animation
1 Year Ago
- Added a scroll velocity for the emission mask. - Made the emission mask UVs separate from the emission UVs.
1 Year Ago
Wheel placement rotation
1 Year Ago
pump shotgun animation updates
1 Year Ago
floating city 2 initial idea layout
1 Year Ago
Steering whell placement prefab setup
1 Year Ago
merge from landmarkinfo_revert
1 Year Ago
Removed untranslatedName in LandmarkInfo, wasn't necessary
1 Year Ago
Cargoship merge fixes
1 Year Ago
merge from deep_sea
1 Year Ago
Clean codegen
1 Year Ago
merge from naval_update
1 Year Ago
ClientIOLineEditor server compile fix
1 Year Ago
Merge from parent
1 Year Ago
Codegen