reporust_rebootcancel

138,427 Commits over 4,352 Days - 1.33cph!

57 Days Ago
Fixed Scrap frame IO placements, swapped positions of power in and passthrough for lightup frame, reduced power consumption of shutter frame to 0
57 Days Ago
merge from artist_pack_dlc
57 Days Ago
Fixed paintable window painting not showing at certain angles, bumped the mat render queue
57 Days Ago
merge from artist_pack_dlc
57 Days Ago
Paintable Reactive Target - Updated shaders again, still no paint showing
57 Days Ago
Switched ornate frame text to a 3D mesh text, also switched to a lit shader
57 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for an edge case of moving players during load of a save Tests: ran unit tests
57 Days Ago
Bugfix: OcclusionGroup - account for server loading a save potentially recalculating network group - added a unit test to stress this scenario Seems like a weird edge case, but it means we gotta work around it Tests: ran unit tests
57 Days Ago
paintable reactive target health and protection fix, now matches existing reactive target
57 Days Ago
Paintball FX files Work scene backup
57 Days Ago
Added some prevent building cols to the lightup frames for consistency Fixed deploy guide on the XL variant
57 Days Ago
armor box lods and gibs
57 Days Ago
Syncvar saving fixes for frames and easel, fixes to ornate frame configuration menu
57 Days Ago
Fixed all scrap frames deploy volumes and missing prevent building collider Also fixed the XL and XXL variant prefabs using themselves as deploy guides
57 Days Ago
exported paintable target rig with latest mesh and set rotational error to 0 on its anims to prevent snap to idle
57 Days Ago
Fixed all ornate frames deploy volumes and missing prevent building collider
57 Days Ago
split paintable target hit reaction anims into two parts and added to its anim.controller so the hit reaction plays instantly on every shot rather than playout the whole anim till it ready to play again
57 Days Ago
Fixed all artist canvases deploy volumes and missing prevent building collider
57 Days Ago
Paintable Reactive Target - Updated main material to standard shader (breaks paint visibility)
57 Days Ago
Reserialize_Prefabs_2 -> main
57 Days Ago
p26 - DONE
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p25
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p24
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p23
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p22
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p21
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p20
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p19
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p18
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p17
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p16
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p15
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p14
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p13
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p12
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p11
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p10
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14k files to go
57 Days Ago
Paintable Reactive Target - Fixed paint leaks on other UVs (added padding), fixed deployable layers, fixed deployable guide mesh, improved IO ports positions. Rigged mesh needs updating to the new UV2 channel. Material still doesn't support met/rough
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p8
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p7
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p5
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p6
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p2
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p3
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p4
57 Days Ago
Reserialize Prefabs - 15k file changes. improve build times Day 2, Attempt 201 uploading, fuck plastic Sometimes errors are unknown because fuck plastic Sometimes errors are unsupported because fuck plastic maybe it'll work this time NOPE Again? No Day 3, reattmpting is the meaning of life pressing check in over and over again? insanity is doing the same thing over and over again and expecting different results, yet here I am I'm going look like a idiot once this finally works I'm going put something heavy on my enter key so it keeps retrying what the heck is method 190 This is peak games development Lets try parts again - Part 1
57 Days Ago
Updating the shadow cascade splits when the shadow preset convar is set
57 Days Ago
More old menu deleted prefabs
57 Days Ago
mountplayersync_ai_bypass