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135,543 Commits over 4,474 Days - 1.26cph!

1 Year Ago
ghost ship interior progress
1 Year Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
1 Year Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.
1 Year Ago
Mark a bunch of collision meshes as R/W
1 Year Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
1 Year Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
1 Year Ago
Pilot Codelock - updated icon, fixed material order in LODs
1 Year Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
1 Year Ago
Add auto-save paintings option
1 Year Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
1 Year Ago
Fix error with turret lerpspeed when compiling in NONE configuration
1 Year Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
1 Year Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
1 Year Ago
Merge from main
1 Year Ago
update prefab to include item information
1 Year Ago
Fix client server directives compile errors
1 Year Ago
Update header buttons to match all the others
1 Year Ago
Fixed abyss pack page tag
1 Year Ago
WIP Automatic thrust point calculation based on hull blocks
1 Year Ago
Reimplementation of session events
1 Year Ago
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
1 Year Ago
Disable scientist obstacle avoidance as it causes them to get stuck
1 Year Ago
Fix error from missing param in animator
1 Year Ago
Tag hull pieces
1 Year Ago
- Fix scientists noticing the player again too quikcly after losing them (their awareness value was not decreasing properly) - Fix scientists turning to look at players before they fully noticed them
1 Year Ago
made pilot codelock a skinnable of the codelock, fixed codelock not being default craft after it was broken by the skinnable addition
1 Year Ago
Update: BaseRaidBench - use projectile specific velocity Tests: ran scene
1 Year Ago
Backgound thread that keeps a Steam auth ticket refreshed for events
1 Year Ago
Update: BaseRaidBench - weapons now use their respective projectiles instead of rifle bullets - EffectLibrary can return GameObjects now Tests: ran the scene. Server-side projectiles need further massaging (as there's no server)
1 Year Ago
Track how long since a boat has had a player aboard. Auto close sails after ~30 seconds of having no players aboard.
1 Year Ago
Compass burst cloth and rig update
1 Year Ago
Fixed half height shelf and bathtub planter having weird placement issues sometimes Fixed computer station and twitch desk not being able to be corner snapped
1 Year Ago
Implement AnyPlayersOnBoat
1 Year Ago
Update: BaseRaidBench - implement firing cooldown At least now frame time stabilizes around 150ms. Tests: ran the scene.
1 Year Ago
Removing moss from floating walkway mats
1 Year Ago
Footer styling to match other areas
1 Year Ago
EngineOn now checks for open sails and thrust
1 Year Ago
ghost ship interior progress
1 Year Ago
Save and load fog
1 Year Ago
Finally fixed the texture space being calculated incorrectly
1 Year Ago
merge from upkeep_convars -> hardcore_refresh
1 Year Ago
Set convars in hardcore gamemode to 5x upkeep (WIP)
1 Year Ago
Properly overcast.
1 Year Ago
Rewrite upkeep code so it can pull convars that are modified at runtime instead of being stuck with the convars it pulled when the TC was spawned - get rid of the arrays, pull convars manually - besides generally needing to be fixed, hardcore gamemode was changing the convar after entities were spawned
1 Year Ago
Video preview when hovering gesture item
1 Year Ago
Modify upkeep convars to make them easier to understand - remove bracket_3_blockcount convar because it doesn't do anything (all blocks past bracket_2_blockcount are automatically in the 4th upkeep bracket) - change descriptions to be a bit easier to understand
1 Year Ago
Gesture icon compression formats, fixes bleeding artifacts
1 Year Ago
Gesture menu wip
1 Year Ago
Fix Signage.PreProcess NRE on server when client components were stripped at build time
1 Year Ago
UI.Colourize shader supports SoftMask