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4,606 Commits over 1,280 Days - 0.15cph!

7 Months Ago
merge from qol_explosive_protection_max -> main
7 Months Ago
Add `max_explosive_protection` convar to limit maximum amount of explosive protection a player can get - default 75% protection - only applies to real players, not NPCs - show [MAX] 75% when at limit, similar to radiation
8 Months Ago
merge from outbreak_outfit -> jungle_update
8 Months Ago
NVG outfit stomped it's death icon again?
8 Months Ago
merge from outbreak_outfit -> jungle_update
8 Months Ago
Reimplement loadout stripbehavior with bools - only clear wearables for NVG outfit - only clear wearables for outbreak outfit (don't clear belt, only add item)
8 Months Ago
Reserialize loadouts with their new fields
8 Months Ago
Switch loadouts from an enum to control what contains are stripped to a separate bool per container - allows to to control what items are replaced vs added additively
8 Months Ago
Add jungle loadout to SpawnHandler - for jungle only for now because Unity doesn't want to serialize Dictionary<Biome,Loadout> Give out jungle outfit to scientists that spawn in the jungle biome - handle in base level SpawnGroup - covers junkpiles and monuments, manually spawned scientists don't follow this
8 Months Ago
only overwrite death icon when a loadout has a death icon provided
8 Months Ago
Fix NVG loadout for military tunnel scientists having it's death icon stomped in CS 110444
8 Months Ago
Commit all reserialized prefabs from the manifest being generated (without loot tables!)
8 Months Ago
Update manifest
8 Months Ago
Cherrypick from CS 118901 (manifest don't generate loot tables)
8 Months Ago
merge from outbreak_scientist -> jungle_update
8 Months Ago
merge from fix_tree_tool_init -> main
8 Months Ago
Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?
8 Months Ago
merge from fix_manifest_generate_loot -> main
8 Months Ago
Ensure all assets are written to disk after `Update Loot Tables` is ran
8 Months Ago
Prevent generating manifest from generating new loot tables - only runs manually via `Tools/Update Loot Tables`
8 Months Ago
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8 Months Ago
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8 Months Ago
Fix HE grenade having 80 explosive player damage instead of 90 (after making player specific damage)
8 Months Ago
Configure lanes on client when connecting to server (previously it didn't set any lanes on client) - fixes client paste in steam networking not having a lane to send on - use same lanes the server uses
8 Months Ago
Apply GameSetup initializationCommands to the commandline so you can set steam networking from inside the editor
8 Months Ago
Assign player specific damage values for the rest of explosives - convert blunt + bullet + explosive -> explosive damage for players only
8 Months Ago
Update F1 grenade, HV rocket and HE grenade with their player specific damage values
8 Months Ago
Attempt #2: Instead of adding a new damage type, allow explosives to provide player-specific lists of damage - similar to how salvaged hammer has a separate damage list for deployables vs walls - pass in normal damage vs player damage depending on what is hit - default to normal damage if player damage is unassigned - allows better control when trying to untangle the web of melee + bullet + explosive damage from explosives than a single PlayerExplosive damage type provided
8 Months Ago
Add 180 PlayerExplosion damage to HV rocket (30 explosion + 150 blunt)
8 Months Ago
Convert PlayerExplosion damage -> Explosion damage when players are attacked - functions as "player specific explosion damage" while keeping normal explosion resistances of armor Scale PlayerExplosion damage to zero for all other entities (so PlayerExplosion doesn't anything other than players)
8 Months Ago
All ProtectionProperties get reserialized after adding new damage type
8 Months Ago
Add "PlayerExplosion" damage type
8 Months Ago
Add `setwornarmorslots` command to change the amount of armor insert slots your worn armor has - default to setting all worn items to max slots, can provide number after
8 Months Ago
merge from fix_copy_paste_steam_networking -> main
8 Months Ago
Fix copy paste not working on steam networking - switch copy paste to use channel 2 (same as admin UGC content) rather than adding another lane to steam networking
8 Months Ago
merge from fix_building_split_corpses -> main
8 Months Ago
Fix building split being incorrect because it was iterating over the decayEntiites field instead of the parameter fed into the method - make method static so it can't unintentionally read fields - switch decayEntities -> list variable
8 Months Ago
merge from fix_ownership_tape_recorder -> main
8 Months Ago
Fix cassette recorder losing item ownership when it's thrown into the world and picked back up
8 Months Ago
merge from fix_deployable_corpse_place_lock -> main
8 Months Ago
Fix being able to put locks on deployable corpses (it didn't do anything but good to fix)
8 Months Ago
merge from fix_tc_corpse_building_split -> main
8 Months Ago
Fix deployable corpses (specifically TCs) losing their attached building when the building splits - try to find closest building block, fallback to the largest of the splits
8 Months Ago
merge from fix_lock_ownerid_debris -> main
8 Months Ago
Fix lock not saving ownerid for deployable debris
8 Months Ago
merge from softcore_update -> main
8 Months Ago
merge from cinematic_export_pipes -> main
8 Months Ago
Fix pipe not being baked if selecting the renderer of the pipe instead of root of pipe
8 Months Ago
Change output directory from `Assets/Cinematic` -> `Assets/Media`
8 Months Ago
merge from main -> cinematic_export_pipes