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126,745 Commits over 4,109 Days - 1.29cph!

5 Years Ago
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
5 Years Ago
Update scope overlays to scale the color with the time of day (so no more bright scope at night)
5 Years Ago
Increased elevator speed (time per floor 3s -> 2s)
5 Years Ago
Moved elevator to electrical category
5 Years Ago
Restored menu background videos
5 Years Ago
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
5 Years Ago
Merge from main
5 Years Ago
Merge from platform_types
5 Years Ago
Disable aantihack for spectators Set main camera resolution a different way because the one I did before doesn't work
5 Years Ago
serialization wip
5 Years Ago
Fixed the main lit template to support SRP batching, rebuild a lot of the relevant shaders.
5 Years Ago
Added push field support to path finder Secondary road connections are pushed away from the monument they originate from (prefer connections to other monuments)
5 Years Ago
humanbrain rpc tests
5 Years Ago
generic type RPCCalls code gen change
5 Years Ago
network++
5 Years Ago
merge from elevator_block
5 Years Ago
merge from main
5 Years Ago
added elevator to compound extra 2 sell orders (for testing may change in future)
5 Years Ago
Fixes
5 Years Ago
ASE Update
5 Years Ago
Reduced building block around swamp_c inline with other minor monument Fixed green card respawn at swamp_c
5 Years Ago
Fixed incorrect rotation check in elevator socket
5 Years Ago
Cleanup
5 Years Ago
Fixed fishing villages still sometimes spawning on islands
5 Years Ago
Added support for secondary / redundant road connections to the road layout generation Ensure all monument road connection points are connected to a road if at all possible, leading to a larger and more continuous road network
5 Years Ago
ui/serialization/proto wip
5 Years Ago
Fix being able to block shaft with triangle floor piece Fixed elevators connecting to each other through entities placed in a floor frame Can no longer build elevators on top of an entity placed in a floor frame
5 Years Ago
don't use the exclude list on floor grill
5 Years Ago
Update floor socket name (in prefab and script) Manifest update
5 Years Ago
reduced range of bandit sentry turret
5 Years Ago
Don't allow the lift to move if a vehicle is in the lift space
5 Years Ago
Merge from elevator_block
5 Years Ago
Remove DDraw
5 Years Ago
Clamp admintime to 0-23 since a DateTime can't have an hour of 24
5 Years Ago
Merge from elevator_block
5 Years Ago
Explicitly don't allow elevator connections if there is a floor between blocks (was inconsistent before) Don't allow EntityLinks between elevator blocks if there is a floor between the blocks Kill elevator blocks during OnPhysicsNeighbourChanged if they don't have a floor or connected elevator beneath them (verified via entity links and not the regular ground check)
5 Years Ago
Merge from platform_types
5 Years Ago
Increase graphics quality Lower main camera resolution instead of disabling it completely
5 Years Ago
Merge from voiceprops
5 Years Ago
Unsaved
5 Years Ago
Use a ColliderInfo component to allow bullet penetration through wire mesh instead of controlling it via script
5 Years Ago
Enable elevator component Kill lift if it gets admin killed and it has no parent
5 Years Ago
Use InvokeRepeating instead of Update
5 Years Ago
Merge from main
5 Years Ago
Merge from platform_types
5 Years Ago
Config tweaks
5 Years Ago
Fixed that the first monument that was placed (usually a harbor) would nearly never be connected to the road network
5 Years Ago
Trails use same costmap resolution as roads (allows them to find paths from much further away)
5 Years Ago
Latest non-beta Steam DLLs for Windows and Linux dedicated servers
5 Years Ago
HDRP custom maps remaster (archipelago, canyon, craters, oasis, range)