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4,023 Commits over 1,096 Days - 0.15cph!

13 Days Ago
13 Days Ago
Fix invisible collider on top level of large oil rig
13 Days Ago
merge from qol_chainsaw_ammo_count -> main
13 Days Ago
Refactor Item.ammoCount -> Item.clientAmmoCount - was confusing as the code was setting the item's ammo count but also reading ammoCount from the entity when being networked to make it reliable - this worked for client but caused the server's item ammoCount to not always be correct - remove server assigning ammoCount to the item since it's redundant - switch VendingMachine to look directly for HeldEntity instead of looking at item's ammo count
13 Days Ago
Fix chainsaws not showing their fuel count when inside a chest
13 Days Ago
Fix #SERVER compile error for attack helicopter `timeReloadHeldDown`
13 Days Ago
merge from qol_attack_heli_ammo_select -> main
17 Days Ago
Fix compile error
17 Days Ago
Add ability to select either HV rockets or incendiary rockets when you are the pilot of an attack helicopter - default to only using HV rockets - hold 'R' to open radial menu to switch ammo (similar to guns) - switching ammo doesn't trigger reload, it only chooses what rockets are prioritized Press 'R' to trigger manual reload of attack helicopter rockets - same as reload when you use full volley of rockets - won't reload if you have 6/6 rockets available to shoot Pass delta into LocalInput method so holding 'R' for 0.25s brings up radial menu - at some point the method was changed from Update() to ClientTick() meaning it's called at 32hz instead of at client framerate - clamp delta to 0.25s so it doesn't feed a huge delta value into ClientInput if the client doesn't send ticks for a larger interval
38 Days Ago
merge from main -> building_los_fix
39 Days Ago
merge from fix_outbreak_scientist_underground -> main
39 Days Ago
merge from main -> fix_outbreak_scientist_underground
39 Days Ago
Don't spawn outbreak scientists under ground (aka inside train tunnels)
39 Days Ago
merge from qol_explosive_protection_max -> main
39 Days 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
52 Days Ago
merge from outbreak_outfit -> jungle_update
53 Days Ago
NVG outfit stomped it's death icon again?
53 Days Ago
merge from outbreak_outfit -> jungle_update
53 Days 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)
53 Days Ago
Reserialize loadouts with their new fields
53 Days 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
53 Days 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
54 Days Ago
only overwrite death icon when a loadout has a death icon provided
54 Days Ago
Fix NVG loadout for military tunnel scientists having it's death icon stomped in CS 110444
54 Days Ago
Commit all reserialized prefabs from the manifest being generated (without loot tables!)
54 Days Ago
Update manifest
54 Days Ago
Cherrypick from CS 118901 (manifest don't generate loot tables)
54 Days Ago
merge from outbreak_scientist -> jungle_update
54 Days Ago
merge from fix_tree_tool_init -> main
54 Days Ago
Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?
54 Days Ago
merge from fix_manifest_generate_loot -> main
54 Days Ago
Ensure all assets are written to disk after `Update Loot Tables` is ran
54 Days Ago
Prevent generating manifest from generating new loot tables - only runs manually via `Tools/Update Loot Tables`
60 Days Ago
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60 Days Ago
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2 Months Ago
Fix HE grenade having 80 explosive player damage instead of 90 (after making player specific damage)
2 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
2 Months Ago
Apply GameSetup initializationCommands to the commandline so you can set steam networking from inside the editor
2 Months Ago
Assign player specific damage values for the rest of explosives - convert blunt + bullet + explosive -> explosive damage for players only
2 Months Ago
Update F1 grenade, HV rocket and HE grenade with their player specific damage values
2 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
2 Months Ago
Add 180 PlayerExplosion damage to HV rocket (30 explosion + 150 blunt)
2 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)
2 Months Ago
All ProtectionProperties get reserialized after adding new damage type
2 Months Ago
Add "PlayerExplosion" damage type
2 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
2 Months Ago
merge from fix_copy_paste_steam_networking -> main
2 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
2 Months Ago
merge from fix_building_split_corpses -> main
2 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