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106,773 Commits over 3,836 Days - 1.16cph!

1 Year Ago
SAP - mask edits to fire anims, updated base file with bullet now skinned, updated slide pose with bullet hidden
1 Year Ago
Sync more flexbox changes (columns bugfix)
1 Year Ago
Item store changes
1 Year Ago
Sync latest changes from facepunch.flexbox (space-between/space-around/space-evenly, flex columns element)
1 Year Ago
Merge from main
1 Year Ago
grid cell contents wip
1 Year Ago
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1 Year Ago
Merge from xmas_2022 - Season's Beatings!
1 Year Ago
S2P fishing village, compound, banditcamp
1 Year Ago
LOD distance tweaks to queue barriers Made drawbridge playable
1 Year Ago
Fixed snow_machine_static exception
1 Year Ago
merge from main
1 Year Ago
Add SkeletonSkinLOD for male and female gingerbread variants
1 Year Ago
Removed old bandit town xmas lighting prefab, made sure it uses newer version. Tweaked ice rooftops so they don't clip through interior walls. Removed snowman on helipad. Remopved marketplace light strips. Fixed clipping barrel on fishing_village_C.
1 Year Ago
Backup
1 Year Ago
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1 Year Ago
merge from xmas22_event
1 Year Ago
Enabled xmas event Icewalls craftable and default BP xmas tree craftable and default BP advent calendar craftable and default BP Updated airdrop to Santa
1 Year Ago
network++
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Added a useEmptyAmmoState toggle to projectile weapons (under the viewmodel section) Will enable layer 1 on the viewmodel animator whenever the weapon has no rounds in the magazine Will trigger either "ammo_true" or "ammo_false" parameters immediately before reloading to play an appropriate situational reload animation Layer 1 is disabled while the reload takes palce (and will always be disabled after the reload because the magazine now has rounds) Enabled on P17, SAP and M92
1 Year Ago
Improved pipe viewmodel
1 Year Ago
Prefab material fixes
1 Year Ago
Don't show corpse flies on gingerbread gibs
1 Year Ago
Fixed several UI display issues for category filtering
1 Year Ago
Performance improvements Fixed some cases where memory leaks could occur
1 Year Ago
Combiner and pipe tool prefab setup
1 Year Ago
Merge from parent
1 Year Ago
Triangle allocation fixes
1 Year Ago
Bandit town lighting pass WIP
1 Year Ago
Roam design failsafe
1 Year Ago
Duplicated the scientist AI design being used by gingerbreads, pointed gingerbread brain to use this one.
1 Year Ago
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1 Year Ago
compille fix
1 Year Ago
Re-implemented clientside brain state listening as an interface, IClientBrainStateListener. Moved client state based facial blendshape control from GingerbreadBrain to GingerbreadNPC
1 Year Ago
Increased gingerbread dungeon navmesh resolution so that the navmesh isn't floating way off the floor and with large ramps
1 Year Ago
Fixed gingerbreads damaging each other
1 Year Ago
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1 Year Ago
Fixed horses often dismounting the player on top of the horse. Horse dismounting will now prioritise the left and right side dismount points. Also lowered the default ground-based dismount points to near the ground, with backup dismount points that are higher up.
1 Year Ago
Fix exit dungeon cells rendering a gap on the map (LOD5 is missing a bit of the path, switched to LOD4 instead)
1 Year Ago
Offset the map while in a dungeon so that it roughly lines up with where the entrance is
1 Year Ago
1 Year Ago
Merge from main -> cached_server_browser
1 Year Ago
Light fixes
1 Year Ago
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1 Year Ago
Scene progress
1 Year Ago
Tweaked cream pile spec texture to make it work as an SSS map This was done to make the cream pile in the collapsed tunnels look better
1 Year Ago
trying to debug some weird shit
1 Year Ago
Tweaked xmas tunnel lighting Placed gumdrop lights in clumps and more randomly