reporust_rebootcancel

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

Yesterday
merge from main
Yesterday
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Yesterday
Add a mission objective script to deal X damage to a specific mission entity Fail the objective if the target entity is not found anymore Add an option to specify if an objective is required, and if it is then failing it will fail the mission
Yesterday
Misc shader variant cleanup
Yesterday
Fixed compile error in Standard-Particle for instancing permutation
Yesterday
Fixed compile errors in Standard-Indexed shader set
Yesterday
Fix for certain TOD
Yesterday
Fixed edge case of underground train entrance stairs not connecting to underground line
Yesterday
AH post grading WIP Underlying material tweaks
Yesterday
Merge from nexus
Yesterday
added weaponrack_tall
Yesterday
compound s2p
Yesterday
updated slide decal graveyard walls - added a damaged segment for compound compound progress backup
Yesterday
added weaponrack_wide
Yesterday
Merge from main
Yesterday
Remove debug log
Yesterday
Reduced variant count on core shaders
Yesterday
caves s2p
Yesterday
Merge from main
Yesterday
cave segments S2P
Yesterday
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Yesterday
cherry picking 78943
Yesterday
killed shadow proxies on cave segments - needs deep S2P
Yesterday
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Yesterday
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Yesterday
compile fixes
Yesterday
pooling/reuse tweaks for pegs and pivot points, also now works for placement ghost models.
Yesterday
compound S2P
Yesterday
added some extra sentries to cover exits extra dressing
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Item redirects will no longer appear in the filter search Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes) Fixed NPC clothing appearing in the filter search box
Yesterday
Fix flag toggles fighting with game object LOD scripts
Yesterday
Another gun cam fix
Yesterday
Fixed gun cam screen not turning off anymore
Yesterday
Removed unused bits and pieces
Yesterday
Added (very basic) UI to attack heli
Yesterday
Turn damage FX off by default for now
Yesterday
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
Yesterday
- Fixed 'Powered' list set on attack heli not showing/hiding correctly. - BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set. - EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported. - New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
Yesterday
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
Yesterday
Fixed min/max variables not working when assigned to blueprint filters
2 Days Ago
Merge from main
2 Days Ago
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled
2 Days Ago
Curved screen mesh for the camera render target
2 Days Ago
Reapply 78917 on the right branch
2 Days Ago
Subtract, wrong branch
2 Days Ago
Fixed batteries incorrectly draining from entities connected via non electric connections (likely affected some water stuff as well)
2 Days Ago
Merge from industrial