reporust_rebootcancel

130,322 Commits over 4,232 Days - 1.28cph!

Yesterday
Smoooooooth(er)
Yesterday
Cleaned up the front turret aiming system
Yesterday
added space station building skin sitem and hooked up - still needs icon
Yesterday
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Yesterday
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Yesterday
boat planner blueprints missing files
Yesterday
Phrase update
Yesterday
Compile fix
Yesterday
Implement boat decay
Yesterday
Floating walkways - Fixed incorrect mesh in one of small plastic pieces. Simplified mesh colliders of remaining kit pieces.
Yesterday
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Yesterday
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Yesterday
more accurate colliders for conditional wall corners, added missing tag Deployvolumeignore on some corner prefabs
Yesterday
merge from main
Yesterday
lowering mboat floors bottom by 1cm to help prevent zfight from above blocks
Yesterday
Replicate seat changes of naval_update branch
Yesterday
Simplified collision on some floating walkway pieces, switched to box colliders
Yesterday
wall frames and floor frames models and prefabs setup fixed double gibs on ramps
Yesterday
naval_update -> pt_boat_turrets
Yesterday
cherry picking from turret_animation_alignment_fix
Yesterday
turret_animation_alignment_fix -> naval_update
Yesterday
Fix rear turret animations from being played offset (set was putting itself at the wrong position)
Yesterday
fixed some broken steam id issues on xmas wallpaper
Yesterday
Take an initial 40% of buoyancy scale off as soon as a boat dies, so it starts sinking more quickly.
Yesterday
assigned xmas2025 wallpapers new steam ids as the old ones are now in use
Yesterday
merge from deep_sea
Yesterday
Removed the fat sphere collider enclosing the casino in floating city 4 S2P
Yesterday
Increased culling distance of floating walkways. Fixed z-fighting in supplies store. Rotated mannequin sign in supplies store. S2P and HLOD regeneration in FC 1-4 for floating walkway cull changes.
Yesterday
Added floating city 4 to the deep sea
Yesterday
merge from naval_update
Yesterday
Reindeer antlers headband reposed
Yesterday
Set deep sea wipe cooldown default to 1 hour (was 2)
Yesterday
Reposed Outbreak Scientist
Yesterday
Merge from parent
Yesterday
merge from main, will need to re run skins
Yesterday
Changing lr300 space skin settings to fix splitting of mesh in fbx
Yesterday
christmas wallpaper textures and material
Yesterday
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
Yesterday
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
Yesterday
Deepsea biome support for FoliageGrid/FoliagePlacement compute
Yesterday
Possibly fixed cannon getting rotated when mounting while it's parented to something
Yesterday
- Minor polish pass on some front turret behaviour - Restored AI on rear turret, front turret still needs a little work so I can't merge yet
Yesterday
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
Yesterday
Removed old ballista colliders on cannon
Yesterday
- Fully client predict the front turret (new system allows me to get away with this) - Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise) - Restored seat updates
Yesterday
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
Yesterday
Rewrote the reload system
Yesterday
Fix a MountedWeapon NRE Add a crosshair to the cannon and a better description
Yesterday
Strip back all of the turret code: - Simpler prediction/reconcilliation - Got everything back to working again (except reloads) - Support for both turret types as usual