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95,316 Commits over 3,622 Days - 1.10cph!

5 Minutes Ago
Remove now unused LOS offset code
17 Minutes Ago
AIInformationZone LOS improvements for GetBestMovePointNear
32 Minutes Ago
enabled material setup on AC unit prop for testing
32 Minutes Ago
snow effect material config setup
42 Minutes Ago
snow effect material config
43 Minutes Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
54 Minutes Ago
made black screenbacks all flat geo
59 Minutes Ago
merge from material biome improvements
1 Hour Ago
asset zoo prep for props review
1 Hour Ago
Merge from main
4 Hours Ago
Merge from harbor_tweaks_4_cargoship
4 Hours Ago
Fix container doors getting deleted when moving onto cargo ship
4 Hours Ago
Adjust docked cargo position for better container access
4 Hours Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
6 Hours Ago
Use Continuous Speculative
6 Hours Ago
Wheel terrain FX, borrowed from cars for the moment
Today
Bike physics + visual fixes
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
Today
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
Today
merge from full_server_demos -> aux2
Today
merge simple_upload -> full_server_demos
Today
More stabilisation stuff
Today
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
Today
Force update passthrough UI when switching between an input/output handle
Today
Use async loading to load the menu+game+engine UI in parallel
Today
Clamp angular velocity y
Today
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
Today
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Today
Fixed auxiliary outputs messing with how we calculate power drain
Merge from main
Today
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Today
Fix container Ids Manifest
Today
Compile fixes, player animator update
Today
Merge from main (stomped animator changes, will need to be regenerated)
Merge from cine_anims
Today
Compile fixes
talk_06 anim settings fix
Merge from main
Today
Change blocksize convar from bytes -> MB
Today
Add integral
Today
Bike roll stabilisation work
Today
some missing files from an earlier commit today (after a rename) KARGO decals files added decals to test
Today
set metalness value on spraypaintcan.mat to 1 (it was set to 0)
Today
codelock placement
Today
Fixed memory cell power passthrough being showed on both outputs
Today
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
Today
tweaks to screw placement on texture group 03
Today
screen material
Today
extra material screen and uploaded crate models
Today
lots of tool size and position tweaks, new crates, removed wood supports, rebaked maps