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134,068 Commits over 4,444 Days - 1.26cph!

6 Years Ago
[D11] Latest voice chat fixes
6 Years Ago
[D11][UI][#4240] Fixed chat and server Messages not appearing in ingame menus
6 Years Ago
[D11][UI][#4018] Fix for been unable to exit the map and map failing to load sleeping bags icons.
6 Years Ago
Fixed T1 carburtor not spawning
6 Years Ago
Recipes can now optionally require that the blueprint of the produced item is known before mixing will start.
6 Years Ago
[D11] Revert 50874 & 50885
6 Years Ago
[D11] Added server side check for max players, that takes joining players into account when a new client connects
6 Years Ago
Mixing table crafting costs.
6 Years Ago
More ui tweaks and item changes
6 Years Ago
fix for inventory slowdown
6 Years Ago
Making some small improvements to how ObjectMotionVectorFix works.
6 Years Ago
[Audio] Set up correct default loading in background settings and compression settings. Set up XMA on Xbox One. Just needs PS4 setting up.
6 Years Ago
ui tweaks
6 Years Ago
merge from main
6 Years Ago
tea updates
6 Years Ago
Merge from LightEx fixes
6 Years Ago
Can now drag engine parts on to the engine sprite to automatically insert it into the correct spot (same logic as right clicking an inventory icon)
6 Years Ago
Disable lerping when a child entity is attached to any bone (not just for the "closest bone" feature)
6 Years Ago
Removed ancient NetworkPositionTick hack for child entities that should no longer be required
6 Years Ago
Cherry picking 50679 (parents send UpdateNetworkGroup to children that do not inherit their network group)
6 Years Ago
Build compile fix
6 Years Ago
Merge from vehicles/horns
6 Years Ago
Minor logic tweak
6 Years Ago
Implemented new horn loops
6 Years Ago
Merge from vehicles -> vehicles/horns
6 Years Ago
Implemented the vehicle block check on the sliding blast door prefab (holds the door in place rather than reverting to open) S2P water treatment plant and power plant
6 Years Ago
Merge from comp (code review fixes + smart alarm sound)
6 Years Ago
Fixed door close interrupt behaviour not being run when closing a door via a door controller
6 Years Ago
More splat effects
6 Years Ago
Added vehicle detection volumes to cancel door closing on double doors (wood, metal and top tier)
6 Years Ago
Fix repair info text, which was affected by the blueprint issue as well
6 Years Ago
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
6 Years Ago
modular vehicle false start, horn, and hurt trigger impact audio files
6 Years Ago
fix missing vehicle repair sounds
6 Years Ago
skin approval
6 Years Ago
Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
6 Years Ago
Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
6 Years Ago
[D11] XBox voice chat fixes
6 Years Ago
[D11] XBox voice chat fixes
6 Years Ago
merge from maincamera_sqrdist
6 Years Ago
Splat effects progress. Ground effects moved to Low Resolution render pass.
6 Years Ago
Fixed build errors
6 Years Ago
[D11] Removed saved settings for DoF and removed dupe button from Options menu
6 Years Ago
module cost tweaks
6 Years Ago
Merge from fov_viewmodel_scale
6 Years Ago
Added ModelConditionTest_SpiralStairsTriangle to show the landing on the triangle spiral stairs (TODO: Remove the landing when a floor is placed next to the triangle stairs)
6 Years Ago
DeployVolume checks ignore colliders on game objects that are tagged with DeployVolumeIgnore
6 Years Ago
Added DeployShell to walls and floors
6 Years Ago
Added DeployShell to unify deployable placement on building blocks, no matter what their tier is
6 Years Ago
Made a couple of building block gizmos only show up if the actual component game object is selected (not when the root game object is selected)