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139,416 Commits over 4,352 Days - 1.33cph!

2 Years Ago
minigun balance
2 Years Ago
More tweaks on the industrial combiner colliders
2 Years Ago
minigun progress display
2 Years Ago
Crane LODs and colliders Adjusted all crane prefabs
2 Years Ago
Decreased the minimum normal Y angle for socket free to enable aim blending (to include slopes and roofs)
2 Years Ago
Fixed laser detector snapping and deployment issues Now deployable on any surface angle Tweaked the handles position to make it easier to wire
2 Years Ago
Fixed industrial combiner snapping and deployment issues
2 Years Ago
Merged main into io_entity_snapping/2
2 Years Ago
fixed weird viewmodel animations causing minigun to appear too high
2 Years Ago
Removing StartAssetEditing and StopAssetEditing from GameManifest and PrefabPrepare since it breaks repeat GetLabels / SetLabels calls (makes things slower though)
2 Years Ago
fix minigun offsets
2 Years Ago
Orbital strafe chance set to 60%
2 Years Ago
Make time to fire in orbits slightly longer Make orbital rocket clip more wighted to having more rockets
2 Years Ago
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2 Years Ago
Missed files
2 Years Ago
Manifest
2 Years Ago
Removing "Update Game Manifest (Fast)" - use "Update Game Manifest" instead, which isn't all that slow anymore
2 Years Ago
Manifest
2 Years Ago
ForceLabel fixes
2 Years Ago
Brightened door glass up just a tad. Killed the duplicate screenmaterial that was no longer used.
2 Years Ago
Fixed parts of the screen sorting poorly/disappearing when crouching Fixed clipping on one part of the glitch animation.
2 Years Ago
Prevent being aggro'd mid strafe - this needs fixed Removed bunch of debug logs Remove bunch of debug draws Reduced turn speed when swapping to orbit strafe
2 Years Ago
merge from electricity_power_fixes/randswitch
2 Years Ago
Fixed bug that would pull heli out of move state if there were no targets - moved that code to orbit code only. Added AtRotation check. Ensures heli has finished rotating before moving into strafe attack
2 Years Ago
merge from electricity_power_fixes/2
2 Years Ago
merge from Dragon_Rocket_Launcher_typos
2 Years Ago
merge from smallsign_stacking_fix
2 Years Ago
merge from workbench2_spraycan_oversized_collider
2 Years Ago
merge from Microphone_Stand_desc
2 Years Ago
merge from underwater_weaponracks
2 Years Ago
merge from CNY_Spear_typo
2 Years Ago
merge from electricty_power_fixes/ceilingligh
2 Years Ago
Fixed workbench tier 2 oversized spraycan prop collider preventing shooting through open gap
2 Years Ago
Fixed stacking small sign exploit for reals this time
2 Years Ago
Refactored init strafe and aggro code Fixed bug causing multiple changes of strafe drop out distance per tick
2 Years Ago
Fixed microphone stand typo +reload -> +attack2
2 Years Ago
Refactored starting strafe code Ensured time since damaged threshold was appropriate for each damage type
2 Years Ago
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2 Years Ago
weapon racks can no longer be deployed underwater
2 Years Ago
Updated Dragon Rocket Launcher desc
2 Years Ago
Fixed typo on CNY spear
2 Years Ago
manifest
2 Years Ago
Merged main into electricity_power_fixes/2
2 Years Ago
merge from toolcupboard_retroskin
2 Years Ago
merge from electricity_power_fixes/2/timer
2 Years Ago
merge from smartswitch_fix
2 Years Ago
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2 Years Ago
merge from save248
2 Years Ago
removed terrain layer from most rubble piles as it displays snow indoors in some biomes and there's no good way around it. We should tackle the transitions using depth bias ideally
2 Years Ago
mossy rubble piles use material config instead of biome visuals