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129,926 Commits over 4,140 Days - 1.31cph!

10 Months Ago
reduced wind shader values on GhostSheet material
10 Months Ago
Added warming and cooling player modifiers, separately so that they can be combined. Added phrases. Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
10 Months Ago
Merge from main
10 Months Ago
Parent merge
10 Months Ago
Prefab menu update
10 Months Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
10 Months Ago
Disable deployed cameras from being disabled while shot
10 Months Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
10 Months Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
10 Months Ago
Removed old/outdated pose files
10 Months Ago
Hazmat prefab fixes
10 Months Ago
Parent merge
10 Months Ago
Merge from brzone-blending -> main
10 Months Ago
Prefab application & fixes.
10 Months Ago
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
10 Months Ago
Battering ram client steering, brake and throttle client inputs Engine audio baseline
10 Months Ago
Merge from copypaste -> main
10 Months Ago
Fix compile errors
10 Months Ago
add cinematic tool to unify layers of renderables near a light source allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
10 Months Ago
Finalized & prefabbed wall mediums and large.
10 Months Ago
Add ability to snap pasted entities to the terrain - will search based on foundations only - snap entire build to single height even if it overhangs the ledge - convar is `paste_snap_terrain` - can use `paste_height_offset` to control height offset after paste Add more filters - `paste_deployables` - `paste_building_only` (only building blocks) - `paste_foundations_only` Add `copybuilding` - will copy every building block & decay entity of the base you are looking at - won't copy non-decay entities
10 Months Ago
Battering ram attack interaction moved to a world button
10 Months Ago
exported edited viewmodel metal shield animations
10 Months Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
10 Months Ago
Update: TreeToolRenderer tracks everything via a dictionary instead of a list - Also track trees that are roots of scene(helps with domain reloads) This'll avoid stutters in large monuments with a lot of pre-placed trees. Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
10 Months Ago
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
10 Months Ago
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes Tests: opened craggy, add a tree and tried to change prefab - nothing happened.
10 Months Ago
Restored battering ram animations Moved the existing models into a placeholder folder
10 Months Ago
exported edited 3p shield idle pose anim
10 Months Ago
Restored battering ram model position
10 Months Ago
Update: TreeToolRenderer can visualize newly created trees - Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
10 Months Ago
Ballista reloading fixes and cleanup
10 Months Ago
player animator update plus idle pose
10 Months Ago
Snakes now slowly turn to face in-range players. Client-only visual triggers, notifications and optimisations.
10 Months Ago
updated holster position for metal shield
10 Months Ago
Added a very first pass of door controller tests using copypaste to load pre-built circuits
10 Months Ago
voice_chat_cctv -> main
10 Months Ago
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10 Months Ago
Add `downloadpaste <url> <name>` command - default to using the filename in the url - can override name if it is going to overwrite the paste Add `renamepaste <old> <new>` and `deletepaste <name>` commands - allows you to rename pastes after you download or want to reorganize - can delete if needed too Add `upgrade_looking` and `skin_looking` commands - same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you - easier way to upgrades in front of you - will only search directly attached building blocks, won't handle external TCs - add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
10 Months Ago
Update: TreeToolRenderer can track modifications to existing trees - replaces previously half-working OnToolGUI Tests: on swamp_a, modified tree's prefab - saw visuals change
10 Months Ago
file naming and organising
10 Months Ago
Rock - Override controller updated to use v3 anims
10 Months Ago
Clean: remove unnecessary event callback for TreeToolRenderer Tests: reopened swamp_a
10 Months Ago
assigned shield 3p anims on player animation controller and edited metal shield position in its entity
10 Months Ago
Bugfix: Restoring kayak to version from 105500 It got missmerged into nothing(empty prefab), even though it should've automerged Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.
10 Months Ago
Update: TreeToolRenderer only runs on prefab scenes Tests: loaded up swamp_a - trees were visible.
10 Months Ago
Trigger fixes. Remove log spam.
10 Months Ago
merge from main
10 Months Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
10 Months Ago
Update: move TreeEntityEditor closer to Resource Editor folder It was in a generic editor folder previously, and we have a specialized folder now Tests: loaded up swamp_a monument and checked gizmos still draw