reporust_rebootcancel

106,389 Commits over 3,806 Days - 1.16cph!

1 Year Ago
HAB equipment can trigger a re-equip delay when destroyed. HAB armor has a 60 second re-equip delay.
1 Year Ago
attack heli distant flight sound tweaks (missed files)
1 Year Ago
Log when burst mode is enabled & if the gunshot had burst mode on
1 Year Ago
Log scrap cost of blueprints when learning them & using tech tree (instead of only when using the research table)
1 Year Ago
attack heli distant flight sound tweaks
1 Year Ago
Always refresh grounded flag.
1 Year Ago
furnace twitch drop materials
1 Year Ago
Add analytics when diving tanks & jackhammers are refilled at workbench
1 Year Ago
Include skin when upgrading to a skinned building block
1 Year Ago
Folding chairs / meshes, textures and prefabs
1 Year Ago
Added grounded flag. Remove now unused inventory item related stuff. HAB equipment items can now be flagged as equippable only on ground. Radial menu options now only display when they pass the correct checks.
1 Year Ago
Testing Deckard Render
1 Year Ago
Coverage query flares working in edit mode
1 Year Ago
exported rig and rough animations for testing on the homing missile launcher viewmodel and setup anim clips in unity
1 Year Ago
Removed several texture assets from server content.bundle
1 Year Ago
merge from main
1 Year Ago
bugfixes
1 Year Ago
Added colliders, LODs, set prefabs, and updated the texturing for the metal briefcase models
1 Year Ago
Whitespace / debug log cleanup
1 Year Ago
Removing unused variable
1 Year Ago
Removing old server GamePhysics performance workaround
1 Year Ago
Attack heli now shows damage FX on the rocket pod texture too
1 Year Ago
merge from main
1 Year Ago
▊▄▆▆▌ ▍▄▍▋ ▉▍▋██▌▄▍▋▉▌█▌▉█▌▉▅█▆▆▉_▆
1 Year Ago
▄▌▉▍▇ ▄▊█▊ ▆▆▍▋▍▅▇▉▄██▇▊█▄▋▌▆▋▍█▅▍▆▇▊▉ - █▉
1 Year Ago
merge from ConvexDeployables
1 Year Ago
Use Distance2d, it's cheaper
1 Year Ago
Increase patrol helicopter push back force when flying over water, should prevent it getting too close to water Fixed patrol helicopter getting in a stuck AI state when targeting a player that is on the surface of deep ocean (the helicopter still disengages if its target is too deep underwater, but it will continue patrolling and looking for targets)
1 Year Ago
Merge from main
1 Year Ago
Add UpgradeOptions implementation. Upgrades now applied via radial menu options. Menu option runtime generation. Switched to RPC implementation for equipping/using items.
1 Year Ago
Increase size of parachute renderer bounds
1 Year Ago
Fixed the parachute not appearing properly in demos after scrubbing
1 Year Ago
merge from main
1 Year Ago
Add debug.deleteEntitiesByShortname, eg. "debug.deleteEntitiesByShortname parachuteunpacked" Deletes all entities with a matching shortname/prefab name More performant than the "del" command
1 Year Ago
Merge from main
1 Year Ago
Client compile fix
1 Year Ago
More efficient vehicle finding in fixcars convar
1 Year Ago
When seconds_until_shore_drift or seconds_between_shore_drift convars change, the values are now correctly updated on existing boats.
1 Year Ago
Fixed chinook ground fx always playing and improperly positioned
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Don't reset boat shore drift start time when restarting server. Save the value.
1 Year Ago
▅▆▆ ▍▋█▅▍ ▆▆▆▅ ▊▄ ▌▉▉▇▍ ▅▌ ▍▅█▌▊▍▄▊ ▅▅▍▉▌▍▋ ▋▊▇ ▍▄▇█▋ ▍▊▇▉█▇▄▆▇▉ ▌▆▄▌▄ ▅ ▉▅▆▅▄▆▉▌▅▅▌▍ ▍▍ ▅█▉ ██▆▇▇▉▇▄, ▍▊▄▄▋▋▌▊ ▅█▌▅▆▊ ▋▅▉█ ▇▉▅ ▆▇▇▇▊▉ █▌ ▌▅▉ ▍▄▅▊▉▋▇▇ ▍▇▌▉▆ ▇▆▌▊▄ ▋▍▆▋▌▋▆▊▊▅▅█▋▇▆▇▆▆▉▄▊▋▅▍▉▌▇▋▅▄▇▋▋▋▄▆▇▅▅█▇▌ ▅▆▆█▉█ ▇▌ ▄▄▇▊█▄▌▆▅▄▇▉ ▉▉▋█▋▄▆▄▄, ▄▄▄▋▋▊▌▋ ▄▇ ▌█▆ ▍▇█▅ ▆▄ █▄▄▅▄ ▌▇ ▉█▋▋▉▆▇ ▌▄ ▍▆▌ ▊▇▍▉▄▋ █▄▆▉▇ ▄▊▋▆▊▍▄▍'▄ ▍█▄▇▍▇ ▋▊▅█▍█ ▅▆ ▉▊██▍ ▇▊▋ ▄▍▅▋▅▋▍▊▌, ▄▍▆ ▍▅▆▉ ▉▋ ▍▋▌▋▊▌▌▇▅▊▅ ▉▄ ▊▇▅█ ▅▆▅▆▍▋█
1 Year Ago
Adjusted layer check
1 Year Ago
Supply drops now disengage their parachute if they hit a tugboat (no changed behaviour for other vehicles like helicopters)
1 Year Ago
Added boat position to boatdriftinfo convar
1 Year Ago
▄▄█ ▄▍▍▇▍▋▋▆▄▍ ▍▄▄▌▌ ▌▉▆▍▉▄▉▄█▉ ▉▍▊▍ ▍▋▉▉▇▍▊▋ ▍▆▅▆ ▌▅▍█▄▌
1 Year Ago
Merge from airpatch_media
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Add empty UVs for meshes without UVs (shadows) so vertexID always references the correct UVs Try to setup shadows with procedural rendering but it has shader error