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97,430 Commits over 3,653 Days - 1.11cph!

Yesterday
Fixed crane texture
Yesterday
Compile fixes
Yesterday
Merged death clipping fix
Yesterday
Small fixes. Ready to merge.
Yesterday
Replaced junkyard crane prefab with the new mesh
Yesterday
merge from electricity_power_fixes/2/doorcontroller
Yesterday
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Yesterday
Fixed elevator buttons not working (silo and train tunnels)
Yesterday
Prevent buiilding volume tweaks
Yesterday
Fixed elevators preventing door controller deployment
Yesterday
Fixed parented wires not being updated correctly, for real this time
Yesterday
Target returning dummy data if no player outside of zone detected
Yesterday
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Yesterday
4k sks texture sets and materials
Yesterday
added residential door to radtown houses tweaked valpha on windows bar for a tad more oomph
Yesterday
created a residential hinged door from previous residential building door
Yesterday
Removed whitespace
Yesterday
Removed debug spam
Yesterday
network++ save++
Yesterday
Fixed parented wires not being updated when opening/closing the door when wiring
Yesterday
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Yesterday
powerlines ziplines prefab rebuilt
Yesterday
updated textures for legacy crate
Yesterday
Fixed heat haze artifacts on incendiary rocket explosion
Yesterday
fixed cargo ship harbor container displaying further than the others
Yesterday
Restored a method widely used by plugins
Yesterday
subtract 96396 bradley_scientists_changes until my Unity starts working
Yesterday
Implementing some of QA's first round of feedback on radtown redux S2P
Yesterday
primitive colliders for generic doors and windows frames
Yesterday
merge from huntingtrophygibs
Yesterday
merge from harbor_crane_ramp_fix
Yesterday
merge from bradley_scientists_changes
Yesterday
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Yesterday
merge from mission_improvements_may_24
Yesterday
merge from storage_adaptor_parent_fix
Yesterday
merge from physical_keys
Yesterday
Set use physical keys back to off, was possibly enabled as part of the 2022 upgrade
Yesterday
Functional motorbike kickstand, some refactoring
Yesterday
Crossbow & legacy bow fire arrow visual upgrades.
Yesterday
Compound bow 3rd/1st fire arrow updates.
Yesterday
Comment out PingEstimator spam
Yesterday
Fire arrow projectile visual revamp Trimmed the trail renderer from it for performance, since it's covered by smoke trail anyway Arrow now illuminates a little bit around it mid-flight.
Yesterday
Isolate EffectParent changes to the flamethrowers via a new separatedEffect field, should only be used if animators are causing interference
Yesterday
Fixed flamethrower vms getting strangely offset particle effect spawn positions Not entirely sure how but they seemed to be getting affected by the parent animator in a negative way, so they now live in a separate hierarchy and I've updated the EffectParent script to handle this situation
Yesterday
Tracking down a very weird NRE that we can't reproduce. Modified SpawnScientist in CH47HelicopterAIController
Yesterday
Fixed water bucket VM fluid sim not working with viewmodel camera Also did some general cleanup of the fluid sim script
Yesterday
Fixed sleeping bags preventing door controller deployment
Yesterday
Reworked fire arrows on hunting bow viewmodel
Yesterday
Recache viewmodel renderers on molotov
Yesterday
S2P both harbors