reporust_rebootcancel

115,225 Commits over 3,959 Days - 1.21cph!

5 Years Ago
More fettling with the occlusion culling so that it doesn't cull objects that are in the shadow frustum. Also unified the constant setup between the instanced and non-instanced occlusion stuff.
5 Years Ago
Always include the DDraw shader in the build
5 Years Ago
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5 Years Ago
Merge fixes
5 Years Ago
merge from main
5 Years Ago
[D11][#4036] Flame Turrets LODs oriented correctly.
5 Years Ago
[D11] Merge with main
5 Years Ago
[D11] Fix for construction guide loading multiple LOD meshes
5 Years Ago
[D11] [UI] Fixed missing death map marker sprite.
5 Years Ago
Some changes to make driving much smoother at the lower tick rate of a real server. Fixes suspension oscillation and too-easy rollover.
5 Years Ago
[D11] More fixes to debug camera controls
5 Years Ago
Upped powered water purifier output storage to 5000ml (same as input storage)
5 Years Ago
Merge from farming2
5 Years Ago
Resize input water collider on powered water purifier Removed duplicated client-side mesh collider that wasn't needed
5 Years Ago
Compile fix
5 Years Ago
Modified TriggerVehiclePush to work better with modular vehicles (using the vehicle centre rather than module centre, push cars in an axis direction rather than just away) Added TriggerVehiclePush volume to the garage door that gets activated while the door is closing, to hopefully push cars away from getting crushed/stuck in the door
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5 Years Ago
Merge from main
5 Years Ago
Disable the invisible but very solid "Cubicles" on Playground
5 Years Ago
Reduce brake force multiplier from 750 to 300
5 Years Ago
Make brake lights dimmer than headlights
5 Years Ago
Show brake lights only when braking, not reversing
5 Years Ago
Merge brake light changes
5 Years Ago
Revert 50452
5 Years Ago
Vehicle brake light code changes
5 Years Ago
Use LightsAreOn accessor instead of checking flag directly Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
5 Years Ago
Seems like DrawPropertiesExcluding doesn't work correctly along with serializable classes. Remove ModularCarEditor for that reason.
5 Years Ago
Added a version of ForceModelSeed that doesn't require an overload
5 Years Ago
Merge from farming2
5 Years Ago
Meta file
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Fixed water pump also incorrectly switching to on when water is inserted even if no power is connected
5 Years Ago
Merge from main
5 Years Ago
Powered Water Purifier workbench level requirement
5 Years Ago
Reduced water pump crafting time from 120 to 30 seconds
5 Years Ago
Fixed some SAM blind spots at Launch side puzzle bypass
5 Years Ago
Fixed powered water purifier sometimes turning on when receiving water even if it wasn't powered
5 Years Ago
Merge from DDraw fix
5 Years Ago
build error fix
5 Years Ago
Merged from DDraw fix
5 Years Ago
build error fix
5 Years Ago
Merge from DDraw fix
5 Years Ago
Hooked up DDraw renderer and removed test script
5 Years Ago
Converted all DDraw objects to use DD calls.
5 Years Ago
Add a cooldown before assigning a new task to the same player
5 Years Ago
Cleaned up the custom pass class
5 Years Ago
Renamed and moved ddrawrenderer
5 Years Ago
Created a basic replacement for GL calls to get DDraw working again
5 Years Ago
Revert to old method of receiving headshot sfx
5 Years Ago
Merge from farming2
5 Years Ago
Merge from cinematic_tools