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134,972 Commits over 4,444 Days - 1.27cph!

1 Year Ago
New inventory crafting modal + generic modal component
1 Year Ago
redesigned inventory overlay warning + button prefabs
1 Year Ago
Remove some barks
1 Year Ago
Change push bark
1 Year Ago
Remove another bark, change push bark
1 Year Ago
Remove peek VO
1 Year Ago
merge from main
1 Year Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
1 Year Ago
Merge from vsync_limit_fix
1 Year Ago
Connected Session new design
1 Year Ago
Remove comments
1 Year Ago
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
1 Year Ago
Update: make turret scan const a servervar - called `sentry.scantimer`, default to 1s Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Bugfix: AutoTurret no longer misses players moving it's it's FOV - Done by running scans every second when not tracking any targets Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
1 Year Ago
Updated art on floating walkway railings
1 Year Ago
Better commit message: Deployables of the same type will now snap together provided they are close enough. Boxes, Shelves will now auto snap etc.
1 Year Ago
Deployables of the same type will now snap together: Eg walls will snap together
1 Year Ago
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
1 Year Ago
Bugfix: powering up auto-turret now runs a search - Simplify and clean authDirty-related code One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed. Tests: powered up the turret by standing in front of it - it started shooting correctly
1 Year Ago
improved topology-based max carve height to produce a better gradient
1 Year Ago
manual anchor fbx update and some priliminary texture/material work
1 Year Ago
Huge code cleanup Introduce two modes, simple or advanced snapping behaviours
1 Year Ago
Remove some voice lines that seemed out of place
1 Year Ago
Merge from negative_source_modifiers_godmode
1 Year Ago
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players. Added Modifier.HasNegativeSoruce()
1 Year Ago
Pre-emptive reload when mag not full and target not seen for a while
1 Year Ago
tweaked wall storage deploy volumes to allow for small wood storage
1 Year Ago
add store icons
1 Year Ago
M15 Pistol - Updated item name and description
1 Year Ago
Merge from snake_los
1 Year Ago
merge from fix_roof_stability
1 Year Ago
Remove instancing support from all non-standard shaders
1 Year Ago
Snake LOS improvements
1 Year Ago
Merge from parent
1 Year Ago
merge from purifier_waterloss_fix
1 Year Ago
merge from ui_volume_slider
1 Year Ago
subtract jungle_update/spatial-biome-fog/fogmethod1
1 Year Ago
merge from jungle_update/spatial-biome-fog/fogmethod1
1 Year Ago
Merge from main
1 Year Ago
Merge from naval update
1 Year Ago
Disable vsync while the game is in background if limit fps in background is enabled
1 Year Ago
Unsaved
1 Year Ago
Merge from scientist_spawners_enabled_fix
1 Year Ago
Fix tunnel dwellers still spawning when scientist_spawners_enabled is set to false
1 Year Ago
Fixed being able to swap items into containers marked NoPlayerInput (old bug, but relevant with the new mission containers)
1 Year Ago
Convert the conversation panel entirely to flex text, rip out a dozen different layout hacks, improved performance from 2ms/frame while text is animating to 0.1ms/frame
1 Year Ago
Immediately send respawn options when finishing the mission so it appears on the map
1 Year Ago
Fixed safe zone spawn mission not working in primitive GameModeSpawnGroup will now accept the tag 'vanilla' which will pass if no game mode is loaded Added RequiredGameModeTags to BaseMission, also accepts 'vanilla'
1 Year Ago
More comments and minor code changes