reporust_rebootcancel

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

1 Year Ago
Try and calculate a rotation which is similar to the original placement rotation (but snapped to the wall) So for example: a box rotated perpendicular to the wall should stay perpendicular even once snapped
1 Year Ago
snap_deployables -> main
1 Year Ago
More minor adjustments with placement code
1 Year Ago
Fix items like planters and furnaces from not snapping
1 Year Ago
Don't bother with any padding, the calculations seem to be perfect
1 Year Ago
Can't static the directions array, use a pooled list instead
1 Year Ago
add some per-weather+per-biome fog mults
1 Year Ago
fix override/live edit weather not respecting cloud configs
1 Year Ago
Reduce noise made by melee and bow
1 Year Ago
Various consistency tweaks.
1 Year Ago
Meta for the RPC source generator too since it accidentally committed in 124029
1 Year Ago
Remove unnecessary things related to SyncVars source generator
1 Year Ago
Overcast profile RC
1 Year Ago
Clean up reaction time visualization code
1 Year Ago
Fix shooting scientists not making them aware after reaction time rework
1 Year Ago
Fix bow projectiles not making noise (regression)
1 Year Ago
- Fix hearing not working after reaction time rework - Make noise events readonly structs, they didn't really need to be classes and need all the pooling - Only simulate sighting once per noise
1 Year Ago
Fix hearing and being hit boosting scientist accuracy too fast
1 Year Ago
merge from party_system -> main
1 Year Ago
Add `party_invites_enabled` convar to disable receiving party invites
1 Year Ago
Fix party invites not hiding names in streamer mode
1 Year Ago
Clean: minor comment fix Tests: none, trivial change
1 Year Ago
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests
1 Year Ago
Add: new Projectile vs world base entity tests Tests: ran the unit tests
1 Year Ago
merge from party_system -> main
1 Year Ago
Add leave party button
1 Year Ago
fix missing shader input on scene load
1 Year Ago
merge from party_system -> main
1 Year Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
1 Year Ago
shadow map cheapification
1 Year Ago
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
1 Year Ago
Some .FBX.meta I didn't catch because they were uppercase
1 Year Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
1 Year Ago
Subtract all .mat changes to investigate artifacting issues
1 Year Ago
Subtract all .fbx.meta changes to investigate artifacting issues
1 Year Ago
Merge from parent
1 Year Ago
Merge from m ain
1 Year Ago
Deployables can now be deployed on boats at sea
1 Year Ago
Merge from placement_improvements
1 Year Ago
Construction setup. Block fixes.
1 Year Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
1 Year Ago
Fix peripheral vision being too strong in combat
1 Year Ago
Reduce scientist health
1 Year Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
1 Year Ago
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
1 Year Ago
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
1 Year Ago
use soft mask instead of uigradient because its poopie
1 Year Ago
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
1 Year Ago
Linking Graffiti pack and video on medieval
1 Year Ago
Nicer fade ramp on store items