reporust_rebootcancel

145,630 Commits over 4,444 Days - 1.37cph!

1 Year Ago
Increase reaction time, reduce damage, simplify accuracy formula
1 Year Ago
Prevent sun banding at twilight.
1 Year Ago
Have scientists always be surprised when first hearing or being hurt by a player
1 Year Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
1 Year Ago
configurable horizon buffer
1 Year Ago
Fix scientists being able to shoot through solid colliders when hearing the player
1 Year Ago
trawler ship hull material vcol blends progress, more uving
1 Year Ago
Even more store work
1 Year Ago
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1 Year Ago
1 Year Ago
performance tuning, cleanup
1 Year Ago
snap_deployables -> main
1 Year Ago
Compile fix
1 Year Ago
Allow rotating with R when wall snapping
1 Year Ago
Cleanup
1 Year Ago
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
1 Year Ago
don't use sort jobs
1 Year Ago
Quick and dirty voicelines first pass
1 Year Ago
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
1 Year Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
1 Year Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
1 Year Ago
Lots of store views
1 Year Ago
Added DotRush config to ignore.conf
1 Year Ago
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
1 Year Ago
fix server build
1 Year Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
1 Year Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
1 Year Ago
edited m15 pistol admire animation so it sits in the hand nicely
1 Year Ago
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard
1 Year Ago
Revert ProjectSettings.asset
1 Year Ago
Prepare scientist TTS hooks (for prototyping only)
1 Year Ago
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1 Year Ago
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1 Year Ago
improved m15 pistol admire animation
1 Year Ago
strip light ceiling gibs
1 Year Ago
noise compression, reduce mip distance
1 Year Ago
Add TTS for prototyping
1 Year Ago
merge from main
1 Year Ago
Made serialized fields consistent between the Client and the Server for the SpatialEnvironmentVolumePass
1 Year Ago
tapering MaxCarveDelta off using multiple topology queries of different radii adjust sediment and waterheight values with carve limits so water and sediment are also corrected
1 Year Ago
All misc store pages
1 Year Ago
Fixed the issue with the player skin appearing completely white when using a 1:1 resolution ratio and a 90 degree FOV
1 Year Ago
build fix
1 Year Ago
regenerate codegen
1 Year Ago
fixed normal issue on spotlight glass
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Block the compound respawn mission in softcore
1 Year Ago
Reapply 123918, fix missing loot panels on client (not cherry picked as it was done directly on Aux2)
1 Year Ago
Subtract 123921 (was meant for aux2)