reporust_rebootcancel

124,183 Commits over 4,171 Days - 1.24cph!

14 Minutes Ago
Polish
28 Minutes Ago
Ground clutter
60 Minutes Ago
Merge from main
1 Hour Ago
Setup shader params on the terrain mesh.
3 Hours Ago
Another fresh attempt at new avoidance logic
3 Hours Ago
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
3 Hours Ago
Change displacement map to linear, implement directional displacement, change displacement shader blends to handle encoded directional data, pass in terrain height params as shader globals, and sample displacement vectors attenuated by foliage wind vertex colours
6 Hours Ago
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- Setup third person attack anims - Add attack_damaging parameter and new state to PlayerAnimation controller - Fixed issue with chainsaw third person deploy sound playing on loop - Fix hit particles playing early
Today
merge from naval_update/deep_sea
Today
Codegen
Today
merge from naval_update
Today
Codegen
Today
merge from main
Today
merge from cargopath_map_smooth2
Today
Smooth the cargo path shown on the map so it doesnt look too jagged (clean branch, plastic selected all my hidden changes by default 🫠)
Today
Smooth the cargo path shown on the map so it doesnt look too jagged
Today
Rotatable paintings and signs, during deployment and keybinds in painting menu
Today
Set a purchase limit for general tab items so multiple cannot be purchased
Today
merge from cargo_oilrig_path_fix
Today
merge from modding_can_throw -> main
Today
more progress
Today
Allow melee weapons to network if they can be thrown - fields `canThrowAsProjectile` and `onlyThrowAsProjectile` Add `setthrowable` command to test that it works 0 = not throwable 1 = throwable 2 = only throwable
Today
Cleanup & spawn fixes.
Today
Spawns
Today
Cargo can't hit oil rig when exiting the map Cherrypicked cargoship.egress command from deep sea branch
Today
merge from fix_sam_site_reload -> main
Today
merge from hackweek_crosshair_customization
Today
Fix crosshair not getting initialized correctly with the settings
Today
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Today
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Today
Cargoship path no longer goes around oil rigs
Today
Fix sam sites not reloading after a period of inactivity - fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue) - will automatically reload after 45s of no target (convar `autoreloaddelay`) - rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
Today
Update tooltip phrases, rename static 2 to semi-static Fix some options not getting darker on hover
Today
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses Set opacity to 1 instead of 0.8 when dynamic
Today
merge from modding_drone_tax -> main
Today
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
Today
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
Today
merge from modding_drone_tax -> main
Today
Reapply proto changes Only send delivery fee in network data, don't save to disk
Today
Cherrypick CS 113029
Today
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
Today
Fixed warmup method not waiting before calling PostWarmupPage
Today
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
Today
merge from modding_max_hp -> main
Today
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
Today
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
Today
merge from main -> modding_max_hp
Today
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value