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129,576 Commits over 4,232 Days - 1.28cph!

6 Days Ago
monumentPuzzleResetWarnings is now on by default and saved
6 Days Ago
Made poolable.
6 Days Ago
Gib prefabs. Tintable. Related files & filename org.
6 Days Ago
Added HMLMG to the skin viewer
6 Days Ago
Fixed back button not closing store pages
6 Days Ago
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6 Days Ago
merge from multidrop_nre_fix
6 Days Ago
SocketMod_Anchor now checks VehicleLarge during deployment
6 Days Ago
More anchor and sail fixes
6 Days Ago
Anchor and sail fixes
6 Days Ago
Wrap the whole menu init sequence in a try/catch
6 Days Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
6 Days Ago
Convert remaining blocks to vehicle large
6 Days Ago
6 Days Ago
More IO prefabs allowed on Vehicle Large layer
6 Days Ago
volume changes on floating city sounds
6 Days Ago
Update: Adopt Scientist2FSM to be aware of ghostship navmesh Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
6 Days Ago
Remade solar panel collider using primitives
7 Days Ago
Set most IO prefabs as deployable on vehicle large layer
7 Days Ago
matrix textures & updated box prefab with example matrix model
7 Days Ago
Tweaked the medium battery mesh collider so it can be convex
7 Days Ago
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
7 Days Ago
Started working on supporting IO on boats, wires and IO handles are now parented to their IO entity Wire reconnection messages are sending local pos
7 Days Ago
ambience sounds added to every barge and walkway on the floating cities
7 Days Ago
merge from main
7 Days Ago
First initial test for explosives component box
7 Days Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
7 Days Ago
Reorient the front point pivot
7 Days Ago
Steering wheel prefab cleanup
7 Days Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
7 Days Ago
Fixed position offset on the front turret
7 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
7 Days Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
7 Days Ago
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
7 Days Ago
merge from boat_building
7 Days Ago
Fixed realm removes after object rework
7 Days Ago
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
7 Days Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
7 Days Ago
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
7 Days Ago
test mesh add
7 Days Ago
merge from server_occlusion_height_fix
7 Days Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
7 Days Ago
Animation pass on the rear 50cal
7 Days Ago
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
7 Days Ago
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
7 Days Ago
part 2
7 Days Ago
texture and material updates
7 Days Ago
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
7 Days Ago
merge from main
7 Days Ago
cleanup