reporust_rebootcancel

111,486 Commits over 3,928 Days - 1.18cph!

3 Months Ago
Merge from demo_shot_delete_fix
3 Months Ago
End the currently playing shot when deleting a folder
3 Months Ago
Merge from main
3 Months Ago
Merge from cui_pr_61
3 Months Ago
Implement PR #61 for community UI - adds builtin player avatar support to RawImage
3 Months Ago
Ballista and battering ram deployable prefab tweaks
3 Months Ago
S2P radtown to try and eliminate missing materials in middle building (will cause a conflict with save_260, this change should be disregarded when merging)
3 Months Ago
merge from fix_radiation_rounding_damage -> main
3 Months Ago
Round the display values of radiation down instead to match the radiation values on the server - both for the item info panel & the total radiation protection beside the player model
3 Months Ago
Siege tower deployable prefab tweaks
3 Months Ago
Fixed player stuck in slow state if the siege weapon pulled has been destroyed Reduced the max distance before releasing the pulling
3 Months Ago
Subtract rounding the serverside radiation values
3 Months Ago
Added a transform line renderer for the extra belt parts on the side of the horse
3 Months Ago
merge from main -> fix_radiation_rounding_damage
3 Months Ago
Merge from fix_ddraw_text_ztest -> main
3 Months Ago
merge from fix_map_focus_light -> main
3 Months Ago
Added hill cliffs small to the world setup / smaller rocks will spawn around the hill cliffs to fill in some of the previously empty areas
3 Months Ago
merge from community_ui_inventory -> main
3 Months Ago
Bugfix: avoid exceptions when modifying decals in editor Tests: on craggy spawned a bunch of decals, modified them in various ways, deleted them - no exceptions
3 Months Ago
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
3 Months Ago
Merge from main -> community_ui_inventory
3 Months Ago
merge from fix_jug_dump_leaving_water -> main
3 Months Ago
Merge from ai_wolf_iteration
3 Months Ago
Temporarily prevent wolves from hunting scientists until we update their AI
3 Months Ago
merge from qol_map_marker_num -> main
3 Months Ago
Connect further up the horse (like it would do in real life)
3 Months Ago
Merge from ai_wolf_iteration
3 Months Ago
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3 Months Ago
Fix menu option for "numbered pins" being incorrect Fix pins starting at 0 instead of 1
3 Months Ago
Fix wolf mesh not being culled on client when occluded
3 Months Ago
Use side anchors rather than central one
3 Months Ago
Added temporary rope material
3 Months Ago
Reduced thickness of tow rope, as well as ampliitude of wind
3 Months Ago
Fix for hands clipping through glove mesh in: Burlap Gloves TacticalGloves LeatherGloves NinjaSuit
3 Months Ago
Optim: Remove editor-only per-decal Update callback - They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead). Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
3 Months Ago
Use cliententities rather than serverentities to find other towing visuals
3 Months Ago
merge from qol_map_marker_num -> main
3 Months Ago
Fix wolves not stopping when ai.move is set to false while the server is running
3 Months Ago
Added Catapult Explosive Ammo FBX, Materials, Textures Setup Basic Catapult Explosive Ammo Prefab
3 Months Ago
Re-setup catapult for towing visuals
3 Months Ago
cherrypicking 106676 diversuit cape hack 106706 wearables do proper bone retargetting in the skin viewer - fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible) 106739
3 Months Ago
siege_weapons -> siege_weapons/visual_towing
3 Months Ago
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3 Months Ago
Replaced small rock formations in the world setup
3 Months Ago
timed_explosive_hit_normal -> main
3 Months Ago
Added normals header
3 Months Ago
timed_explosive_hit_normal -> main
3 Months Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
3 Months Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
3 Months Ago
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