reporust_rebootcancel

106,698 Commits over 3,836 Days - 1.16cph!

1 Year Ago
merge from main
1 Year Ago
merge from AOTransparencyFix
1 Year Ago
merge from sam_site_anchoring
1 Year Ago
never show occupied menu. update mount flags and max capacity after item change.
1 Year Ago
menu test
1 Year Ago
client-side friendly version of HasSeatAvailable
1 Year Ago
Fix attempt for blurry screenshots when taking a screenshot from the console view. End the blur on the next frame instead of lerping it.
1 Year Ago
Merge AOTransparencyFix -> ScreenshotConsoleBlur
1 Year Ago
Fix normal screenshots coming out with transparency!
1 Year Ago
Can now remove pings (single tap of ping button)
1 Year Ago
HQ Candles prefab backup
1 Year Ago
Disable ambient occlusion when taking transparent screenshots, as Unity renders the AO as transparency
1 Year Ago
Shrink pings Don't update marker label every update Fixes
1 Year Ago
Minor fix - old method name being used
1 Year Ago
- New IAmmoContainer interface. - New ServerReload( IAmmoContainer ammoSource ) method in BaseProjectile allows server-side reloading that uses ammo. - PlayerInventory and ItemContainer implement IAmmoContainer. - Attack heli turret now uses ammo when reloading. - Attack heli turret entity ID now syncs to client. - Renamed FindItemsByItemName to FindItemByItemName (it only ever finds one item).
1 Year Ago
Applied IAuthorizeEntity to codelocks & fixed authradius command to work with codelocks
1 Year Ago
Made the type in two places
1 Year Ago
Default keybind (mouse3, temp) Alpha pings down to 0.2 while aiming
1 Year Ago
Manifest
1 Year Ago
Fixed a typo I couldn't find earlier & Vis.Entities has to check BaseEntity.isServer
1 Year Ago
Parent merge
1 Year Ago
CodeGen
1 Year Ago
Refactor after code review
1 Year Ago
Remove analytics DB, instead use a hash of steamId + serverWipeId to get playerWipeId
1 Year Ago
Fixed marker input field triggering keybinds
1 Year Ago
Compile fixes, sync progress
1 Year Ago
Merge from main
1 Year Ago
WIP team pings
1 Year Ago
Refactor projectile tracking a bit Log every projectile invalid Log projectile updates in BasePlayer.FiredProjectile
1 Year Ago
Use diamonds for pings, circles for map markers
1 Year Ago
Merge Main -> Attack Helicopter
1 Year Ago
Re-export with less busted alpha, add new icons
1 Year Ago
Committing a failed experiment. HeldEntities can now access inventory for reloading which is not that of a player. For example the inventory of a gun turret that they're in. Have the heli gunner control the turret gun as if they're holding it. Removes most of the need for duplicate code, passing inputs to the server side etc. But too many changes required in the end. However, this is all complete apart from syncing the attack heli turret inventory contents to the client.
1 Year Ago
Add ILootableEntity interface and add "LastLootedBy" to all lootable entities, use that instead of a Dictionary tracking lastLootedBy
1 Year Ago
Use Facepunch.Pool instead of manually pooling MemoryStream & List<EventRecord>
1 Year Ago
LOD and COL progress
1 Year Ago
Iniital fixes after code review
1 Year Ago
merge from main
1 Year Ago
Additional checks on the SAM site to ensure it doesn't defy gravity. Now destroyed when the floor below is removed
1 Year Ago
Refactor aggregate methods Log aggregate blueprint counts for online players every 1hr Log aggregate entity count for server every 1hr Log player positions every 1 min
1 Year Ago
DoubleSaddle rig/skinning. Added to horse prefab
1 Year Ago
Added inspector which shows active renderers and allows hiding / showing specific renderers.
1 Year Ago
fix test
1 Year Ago
temp for testing
1 Year Ago
Merge from main -> gameplay_metrics
1 Year Ago
Merge from buckets
1 Year Ago
Enabled shadows via the option convar, tidy up
1 Year Ago
reverted playground map changes
1 Year Ago
Temp prefab
1 Year Ago
Follow the camera