reporust_rebootcancel

159,439 Commits over 4,597 Days - 1.45cph!

9 Days Ago
- Removed more old image effects - Updated scenes and prefabs to remove old missing components
9 Days Ago
merge from main
9 Days Ago
Moved info and net into small icon buttons next to the console tab, matching the store's sub buttons - Green when open, tooltip on hover - Removed the main menu mask from them so the icons show the first time F1 opens - Graph dot size is now a setting, smaller dot in the f8 widget
9 Days Ago
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9 Days Ago
Updating branch; merge from main
9 Days Ago
Fixed brown crate spawning inside the floor when lighthouse hasnt been repaired. S2P Lighthouse
9 Days Ago
merge from main
9 Days Ago
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up. Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
9 Days Ago
merge from stencil_changes
10 Days Ago
expanded tattoo ink colours
10 Days Ago
Merge from main
10 Days Ago
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
10 Days Ago
Merge from indirect_instancing/stable
10 Days Ago
Procedural caves 7 - removes the old cave monument prefabs
10 Days Ago
Procedural caves 6 - cave well prefabs from procedural_caves
10 Days Ago
Procedural caves 5 - cave_entrance_c prefab in bundled caves
10 Days Ago
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
10 Days Ago
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
10 Days Ago
Procedural caves 4 - procedural entrance a scene and prefab
10 Days Ago
Procedural caves 4 - procedural entrance c scene and prefab
10 Days Ago
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
10 Days Ago
Procedural caves 4 - procedural entrance b scene and prefab
10 Days Ago
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
10 Days Ago
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
10 Days Ago
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
10 Days Ago
- Removed the old binocular overlay material and shader - Removed the amplify occlusion scripts - Removed missing scripts from various prefabs and scenes
10 Days Ago
merge from /brutalist/stagingpartvisibility
10 Days Ago
merge from main
10 Days Ago
Fixed the 14 different explosion master prefabs to work with the updated screen shake. Adjusted timings on med_mushroom flowmap for smoother playback.
10 Days Ago
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
10 Days Ago
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
10 Days Ago
Updated M79 Grenade Launcher Textures
10 Days Ago
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
10 Days Ago
Cherry-pick BRG shadows into 6.7 (Experimental)
10 Days Ago
Reduced and softened blend of Excavator. Reduced radius/fade slightly to better fit. Regenerated terrain anchors with new blend based component. S2P. Tested in proc map.
10 Days Ago
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10 Days Ago
Merge from main
10 Days Ago
- Add an f8 widget to show some net info whilst playing - Minor graph UI updates
10 Days Ago
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10 Days Ago
Render shadows via BRG (Experimental)
10 Days Ago
Merge from unity_6.7.0 + indirect_instancing
10 Days Ago
Add game tip when equipping Uzi if fire mode button is unset
10 Days Ago
NPC phone conversations moved to top of phone directory
10 Days Ago
Snake fixes inlcuding layer change and collision. Snakes no longer radgoll horses. Snakes take explosion damage correctly.
10 Days Ago
Merge From Main
10 Days Ago
Merge from UZI 9mm
10 Days Ago
Shrank blend map to be closer to monument radius and softened blur. Bumped radius up slightly to 115m to improve terrain anchor generation. Re-generated terrain anchors with new blend-based component. S2P. Tested in procmap.