reporust_rebootcancel

123,837 Commits over 4,171 Days - 1.24cph!

2 Years Ago
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2 Years Ago
Added instanced rendering inside the SceneView (only runs inside editor)
2 Years Ago
Added large panel collider for workcart_aboveground, removed extra railing colliders (panel will cover them well enough on its own)
2 Years Ago
Merge cell_pooling -> global_networked_bases
2 Years Ago
Return List<CellId> to pool when a partition removes the last cell in it's list
2 Years Ago
Merge cell_pooling -> global_networked_bases
2 Years Ago
Fix "RemovePackedCell" -> "RemoveCellWithSpace"
2 Years Ago
Re-convert building block prefabs after merge from main
2 Years Ago
Don't show sleeping clan members on the map
2 Years Ago
Added necessary backfaces to sheet metal roofs after the material was set to backface culling on, to prevent peeking
2 Years Ago
Converted deployable lockers from metallic to specular workflow Tweaked static locker materials
2 Years Ago
Cherrypick 85266 & 85268 (2021 compile fixes)
2 Years Ago
Added warning instead of error when calling BeginWrite twice Fixed typo and assigning IndirectArgs twice (instead of IndirectExtraArg)
2 Years Ago
workcart_aboveground.entity collider fix - added additional colliders that were missing - updated prefab
2 Years Ago
Reimplement BeginWrite / EndWrite & 2021 compile errors fixed
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Add null checks to tech tree UI for when the item's sprite is null
2 Years Ago
Steam auth NetworkIdentityFailure no longer reported as nondescript Invalid
2 Years Ago
.meta file
2 Years Ago
Converted all variants of light_fixtures_opacity materials from refraction shader to standard This was done in an attempt to fix odd emissive behaviour when lights are turned off via switches
2 Years Ago
Move CellPartition to it's own cs file
2 Years Ago
Add pooling to cell allocator system
2 Years Ago
Fix protobuf after merge
2 Years Ago
udpated laser detector mesh and scripts for proper rotation and guide mesh rotation updated prefab accordingly.
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
fixed gaps in RHIB removed old LODs and included new LOD mesh (RHIB.fbx) to fix it haven't touched any other element apart from the main body of the boat updated prefab
2 Years Ago
Reverting bundle tests from last week
2 Years Ago
Fixed an invisible collider near the smoke stack on small oil rig
2 Years Ago
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
2 Years Ago
reconfigured attack heli mechanism based on BillB's feedback updated textures and materials added new version to the prefab.entity and hid the previous version so bill can gut it
2 Years Ago
Added temp parachute backpack model Detached backpack models from makeshift + nomad Set up all hazmat prefabs to remove backpack models
2 Years Ago
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2 Years Ago
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2 Years Ago
Missed a prefab in 'Fixed duplicate collider names'
2 Years Ago
Fixed duplicate collider names
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Setting up Tom's heli turret model WIP
2 Years Ago
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2 Years Ago
Fixed pumpjack belt texture scroller not applying properly while spinning up/down
2 Years Ago
Attack helicopter physics edits
2 Years Ago
Fixed missing attack heli purchase action string
2 Years Ago
plastic likes to randomly exclude some .mat files eh
2 Years Ago
missed files
2 Years Ago
SAR inner barrel missing face fix for rigged version previous fix was for the world model
2 Years Ago
shadowbox for slotmachine fix
2 Years Ago
Reinstate changes from 85078, but using "Standard (Specular Setup)" shader instead of "Standard" shader with "Specular Color" material mode for wood_cabin_door.mat. Will hopefully fix everything becoming shiny.
2 Years Ago
set keycards to Force No Motion to prevent crazy motion blur bug until there's an actual fix
2 Years Ago
merge from august_art_bugfixes