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135,502 Commits over 4,324 Days - 1.31cph!

30 Minutes Ago
prefab setup (wip) for the uzi
31 Minutes Ago
Fix trailer having no wheel friction
34 Minutes Ago
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
46 Minutes Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
57 Minutes Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
1 Hour Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
1 Hour Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
1 Hour Ago
Biome stuff backup
1 Hour Ago
merge from main
1 Hour Ago
use standard shadowmaps to prevent leaking
1 Hour Ago
merge from main -> hackweek_trailers
1 Hour Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
1 Hour Ago
Add skins to source prefabs
1 Hour Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
2 Hours Ago
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3 Hours Ago
Fixed some bugs with the default inputs and invoke method node
4 Hours Ago
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
4 Hours Ago
Added coiled model for the hose tool world model prefab
4 Hours Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
5 Hours Ago
Apartment complex b greybox update
5 Hours Ago
Simplify prefab pre processing error (to get more info on this build issue)
5 Hours Ago
When PrefabPreProcess fails on an object - attempt to dump its name Try and get the path in a try/catch block so it doesnt NRE and stop the build
5 Hours Ago
Added copy/paste support
5 Hours Ago
Additionally added coiled model for the wire tool world model prefab https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
5 Hours Ago
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
6 Hours Ago
Some minor tweaks to prevent it bouncing on the edges between colliders Not perfect but will do for the playtest
Today
removed world model outline script that didnt work anyway
More player head seed work
Can use ball without tee remove a bunch of logs
Messy set of bug fixes so i can do one final check before builds
Today
cobalt ball tint mask
Disable golf tee killing balls if you dont swing off the tee. Was causing
Today
removed normal map from detail layer on golf balls
Today
golf hole super rough textures
Today
Added import/export buttons
Today
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
Swapped interaction icons to something better than crosses everywhere
Add random golf ball colours
Today
merge from main
Fix bug when trying to tee off from the golf tee
Today
Created a new coiled world model for data cable when on the ground, updated prefab.
Today
added in new rock golf ball
Today
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
Today
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
Today
shortened plant prefab names
Today
folder reorganisation vol1
Today
Golfcart visuals
Today
Recommitting name changes to minigolf deployables
Today
- Swap terrain convar lodFactor with lodGlobalScale - GlobalScale effects cell counts between each LOD level - Add LOD cell extent sliders for each individual LOD level - Simplify instance offsets calc - Adjust culling for new terrain cell sizes
Today
Data cable texture polish, updated texture meta