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129,750 Commits over 4,232 Days - 1.28cph!

11 Days Ago
Enable pauseUntilReset on trainyard S2P
11 Days Ago
Enable pauseUntilLooted on dome S2P
11 Days Ago
Enable pauseUntiLooted and ignoreAboveGround on sewer branch puzzle S2P
11 Days Ago
Enable pauseUntilLooted in sats S2P - shrink from 7m -> 5m
11 Days Ago
Enable pauseUntilLooted in radtown S2P
11 Days Ago
Add right click option to update spawn groups on a PuzzleReset by finding all within 0.25m in the scene
11 Days Ago
Enable pauseUntilReset on harbor 2 S2P - fix door barricade not spawning with puzzle, ensure it doesn't consider the puzzle started
11 Days Ago
Enable pauseUntilReset on harbor 1 S2P
11 Days Ago
Enable pauseUntilLooted on ferry terminal S2P
11 Days Ago
Add pauseUntilReset to airfield puzzle room S2P
11 Days Ago
BoatBuildingBlock will still initialize supports if its parent is a PlayerBoat. Fixes boats collapsing when editing a boat post load/paste.
11 Days Ago
blueprints facing proper direction
11 Days Ago
Let bots exec admin/dev commands, filter out NPCs from bot.exec, display a success message with bot.exec.
11 Days Ago
building planner viewmodel remake wip textures
11 Days Ago
merge from deep_sea
11 Days Ago
Don't run ListenServerColliderFix when the child being added to a PlayerBoat is a player. Reduces some of the FPS drop when boarding a large playerboat in Unity editor.
11 Days Ago
merge from naval_update
11 Days Ago
Fixed deep sea entrance billboards spawning at the wrong pos Tweaked exit billboard size and pos
11 Days Ago
M92 - Texture updates
11 Days Ago
Hide chat log for autoswitching if the channel didn't change
11 Days Ago
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
11 Days Ago
scientist_boat_ai_improvements_3 -> naval_update
11 Days Ago
11 Days Ago
scientist_boat_ai_improvements -> naval_update
11 Days Ago
- Better AI attacking turret distance checks - Better turret DOT checks
11 Days Ago
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
11 Days Ago
Fixes
11 Days Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
11 Days Ago
11 Days Ago
The big one - deleted old models, materials and viewmodel anims, moved new models and materials to main folder medical syringe with new model and anims all functional
11 Days Ago
Fixed fireball yellowification.
11 Days Ago
Removed InitBounds hack in deep sea portal UpdateRenderer
11 Days Ago
Fixed floating city losing their global networkness on save restore
11 Days Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
11 Days Ago
merge from naval_update
11 Days Ago
fixed worldmodel outline not showing
11 Days Ago
merge from main -> puzzle_reset_changes
11 Days Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
11 Days Ago
Ignore new multi command behaviour for binds, they already handled chaining before.
11 Days Ago
front 50cal view model camera animations - block out
11 Days Ago
lowered research costs to be in line with new workbench values
11 Days Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
11 Days Ago
Fix client boat building blocks after paste
11 Days Ago
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage) ^ This is a stopgap change until hotbar food eating is implemented Improved "disabled" menu option text to be more generic.
11 Days Ago
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
11 Days Ago
merge from main
11 Days Ago
Reworked the supply drop to fix the visual regression.
11 Days Ago
Add proper null check when dismounting weapon seats
11 Days Ago
Merge from parent
11 Days Ago
Compile fix