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134,097 Commits over 4,444 Days - 1.26cph!

2 Years Ago
Added another 0.25m to the seismic sensor range forgiveness, following CS 98678
2 Years Ago
export latest 3p handcuffs anims
2 Years Ago
trike: - rigged up - added wheel/cog anim - added animator & move param - updated prefab to use new animator
2 Years Ago
Optimised ring road search
2 Years Ago
Basic vehicle visuals port
2 Years Ago
Switch `monument_scenes` convar to be saved
2 Years Ago
merge from wire_slacking/optimisations
2 Years Ago
burstcloth improvements - rotational constraints respected - constraint normals are correct now, significant improvement to length constraints - some jobsystem/burst optimizations
2 Years Ago
Setup Vintage Desk Prop Prefab Added and Setup Vintage Bookshelf Prop Prefab Added and Setup Vintage Dresser Prop Prefab
2 Years Ago
further fixes to storage warehouse.
2 Years Ago
updated motorbike kickstand skinning, mask texture, and materials setup
2 Years Ago
updated vcol on decals to tint the recent decal albedo changes
2 Years Ago
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
2 Years Ago
Forgot the marker!
2 Years Ago
Null error
2 Years Ago
Round prices up to the nearest 5 to make them look nicer
2 Years Ago
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
2 Years Ago
fix material assignment on storage warehouse trims.
2 Years Ago
Fixed line anchors fuckery again
2 Years Ago
more work on geo for storage warehouse.
2 Years Ago
handcuff viewmodel animation updated
2 Years Ago
Block unlock minigame in wounded states
2 Years Ago
reverted changes to workers_house_generic_trims
2 Years Ago
sbl progress backup
2 Years Ago
merge from wire_slacking/optimisations
2 Years Ago
radhouse large checkin
2 Years Ago
Resize the arrays if we're adding more than 18 points to the line (creative mode allows for 999 points)
2 Years Ago
Define fix
2 Years Ago
Increase unlock timer from 5 to 60 seconds to match design spec now I'm not unlocking them constantly in dev. Added handcuffs.UnlockDurationMultiplier replicated var to save time when testing.
2 Years Ago
Fixed held (but unlocked) handcuffs keeping your inventory locked after surrendering.
2 Years Ago
Disable UIBlackoutOverlay if in debugcamera
2 Years Ago
Improved monument splats/biome/topologies Enabled topology override Fixed flipped normal map on brick pile
2 Years Ago
manifest
2 Years Ago
merge from fluid_push_max_output_increase
2 Years Ago
merge from creative_mode
2 Years Ago
Merge from wire_slacking/optimisations
2 Years Ago
Fix insufficient array lengths when dealing with wires > 20 points (not just a creative mode issue, some monuments like airfield have static connections with quite a few points)
2 Years Ago
Merge from main
2 Years Ago
Fix sidecar passenger being able to drive, fix motorbike fuel storage bounds
2 Years Ago
Added invisible pipe option to industrial connections
2 Years Ago
Set up motorbike speedometer
2 Years Ago
Implemented motorbike fuel gauge and needle shake
2 Years Ago
Can now build building blocks of any skin/grade in free build mode
2 Years Ago
Fixed not being able to freely upgrade building blocks in prevent building volumes
2 Years Ago
Testmap
2 Years Ago
Final'ish tweaks
2 Years Ago
Mat fixaroo
2 Years Ago
Turret laser FX. Neon texture adjustments. Added neon emission to lighting prefab.
2 Years Ago
Removed the hold shift to make invisible IO connections Added a new invisible colour to the IO colour wheel when in creative mode, this feels a bit neater and allows the directional line to appear while in TC range of invisible wires Currently supports electrical and fluid
2 Years Ago
Unlimited IO creative mode now clamps the maximum length of an IO connection to 200m