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135,163 Commits over 4,444 Days - 1.27cph!

37 Days Ago
boomerang_model_dupe_fix -> main
37 Days Ago
merge from main
37 Days Ago
Settings pass on industrial torch
37 Days Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
37 Days Ago
updated the collider for large furnace, added 3 material properties
37 Days Ago
correct IO positions on industrial auto turret
37 Days Ago
merge into main
37 Days Ago
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37 Days Ago
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
37 Days Ago
Compile fix
37 Days Ago
merge from main
37 Days Ago
merge from oven_iscookingflag
37 Days Ago
Fixed typo
37 Days Ago
Added IsCooking flag in BaseOven Set when cooking something
37 Days Ago
binoculars_ultrawide_fixes -> main
37 Days Ago
Fix binocular eyes seperating on ultrawide resolutions https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
37 Days Ago
Industrial Autoturret - Updated model with split shield for bow support (remaining LODs)
37 Days Ago
merge from industrial_dlc
37 Days Ago
added industrial torch to allowed torches on torchholder
37 Days Ago
First pass of rotten trim blends for apartments
37 Days Ago
merge from main
37 Days Ago
Fixed torch holders torch position issues
37 Days Ago
fixed a bunch of prefabs with double mesh lod script dancing around killed shadows on some facade clutter
37 Days Ago
small apartment art, collision
37 Days Ago
Industrial torch animation polish pass
37 Days Ago
custom shadow proxies for apartment block building exterior
37 Days Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
37 Days Ago
spelt targeting wrong
37 Days Ago
wip avoid targetting safezones, player buildings, water, etc. prevent building at impact location.
37 Days Ago
Added cart button to skin viewer fullscreen view
37 Days Ago
Merge from industrial_dlc
37 Days Ago
Add script for the chain on the industrial garage door to scroll with door opening/closing
37 Days Ago
industrial large furnace - updated colliders, minor adjustments to the main mesh
37 Days Ago
main -> PlayerRigUpdate2
37 Days Ago
exported updated 3p M16a2 anims and positioned holster/backpack weapon positions
37 Days Ago
supermarket freezer texture wip
37 Days Ago
merge from main
37 Days Ago
merge from autoturret_workshop
37 Days Ago
fixed incorrect rotation on auto turret cover
37 Days Ago
Merge from main
37 Days Ago
removed meshcull scripts from newly added shadow proxies as it messes with them at runtime
37 Days Ago
Merge from wb_comfort_range_upgrade
37 Days Ago
Merge from main
37 Days Ago
Strip the entity tags on autoturret_workshop so that automated tests don't try and include it via labels
37 Days Ago
TestIOPrefabs now logs a warning if an IOEntity isn't found at specified path and skips it instead of NREing and breaking test list re-generation.
37 Days Ago
Workbench range upgrade now also increases comfort upgrade range if installed. Added related convars.
37 Days Ago
Merge from main
37 Days Ago
Wrap PathList.CreateMesh() with a request class - preparing to generate and destroy the meshes when the rail segments are loaded by WorldGrid instead of generating all rail meshes at startup and keeping them in memory for the whole session - proxy the normal CreateMesh() method to use the "job" class internally (even though it runs on worker threads instead of the job system) - switched to the NativeArray mesh building methods instead of using MeshCache.Data for storage