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79,954 Commits over 3,228 Days - 1.03cph!

32 Minutes Ago
Neutral setup for guncam UI
43 Minutes Ago
Super minor bounce & screen brightness tweak.
46 Minutes Ago
Remaining widgets for AH gunner's screen
46 Minutes Ago
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4 Hours Ago
Add a mission objective script which requires the player to press a button
5 Hours Ago
Dressing progress
5 Hours Ago
Wooden desk progress
5 Hours Ago
Updated silo prefabs and meshes Added LODs to a few silo pieces
5 Hours Ago
Framed poster prefabs
5 Hours Ago
Warhead greybox
6 Hours Ago
Backup
Today
Guncam progress & related files.
Today
UI progress
Today
Removed a few large but unused shaders from always included list
Today
Scene/UI progress & related files
Today
Merge from main
Today
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
Today
Missing file
Today
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Today
Roboto mono TMP asset
Today
Update HUD to show failed objectives Automatically mark missions dirty when completing or failing an objective
Today
compound S2P
Today
compound level
Today
residential buildings prefab include glue meshes road prefabs - some more overgrowth dressing glue for cemetery fence tweaked decals opacity fixed offset on town square collider
Today
fixed some holes left behind in residential buildings LOD2's
merge from main
Today
cave_large_sewer S2P
Today
attempt to fix terrain trigger in cave_large_sewers chimney
Today
Manifest update for renamed prefabs
Today
visual improvements around scientist mission giver npc (stands out better) made trees and signs harvestable in monument
Today
Various heli turret WIP
Today
Fixed some issues with the skin picker UI
Today
Import first batch of emoji Delete placeholder content
Today
HLOD generation will now disable r/w on meshes as part of the build
Today
Fixed green pipe option not appearing in radial menu (whoops)
Merge from main
Merge from main
Yesterday
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky) Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
Yesterday
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Yesterday
Post tweaks for text contrast
Yesterday
Text style
Yesterday
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05) Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
Yesterday
Adjusted cockpit interior lights to match the final gun camera look
Yesterday
Added UI to expose new filter options
Yesterday
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
Yesterday
Merge from industrial
Yesterday
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer Increased the offset industrial pipes have from the placement surface by 0.01
Yesterday
Vehicle turret loot panel
Yesterday
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