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126,796 Commits over 4,201 Days - 1.26cph!

2 Years Ago
Download and cache videos in temp folder before popping up the video player
2 Years Ago
Updated quarry deployable prefab
2 Years Ago
Make the video player dialog close if the video doesn't start playing (within 5 sec right now, can bump it up on the prefab if needed)
2 Years Ago
Fixed z-fighting decals in the tunnel near the exit Fixed some floating props Made one of the decor boxes slightly smaller in one of the control rooms as it was blocking player movement when the door was open Moved a decor box near the exit as it was floating off the ground Tweaked wooden shelf position in onne of the exterior buildings as it was clipping through the door when it was opened Scene2prefab
2 Years Ago
missing files from 81707
2 Years Ago
manifest rebuild
2 Years Ago
Added a game tip to explain how to ping if the player is currently able to ping
2 Years Ago
Only show the compass pulse if a ping is less than 1s old
2 Years Ago
If the path is a ring road, don't include both ends as nodes in the possible pathing list. When two path points are in the exact same spot, the Bradley pathing code gets confused and starts propagating NaN through everything, breaking pathing behaviour.
2 Years Ago
More powaa
2 Years Ago
Turn off DDraw lines by default
2 Years Ago
If a spherecast hits a collider inside the initial radius of the spherecast, it says the hit point is at the world origin, which is far from ideal. For Bradley obstacle avoidance, if the hit point is zero, replace it with hit.collider.ClosestPointOnBounds( obstacleRay.origin );
2 Years Ago
Add an indicator to the side of the compass when a team member places a ping outside of your current view
2 Years Ago
NMS menu background video
2 Years Ago
Fixed issues with trace hits at the ray origin
2 Years Ago
Fixed inverted turnLeft calculation
2 Years Ago
Can now ping while holding the binoculars, no need to zoom in
2 Years Ago
One more tweak
2 Years Ago
Minor Bradley obstacle avoidance tweaks
2 Years Ago
General Bradley obstacle avoidance improvements
2 Years Ago
Pings now fade out when they run out of time
2 Years Ago
Testing using two rays for Bradley obstacle avoidance. In the end, not really an improvement.
2 Years Ago
Improved how Bradley reverses out of being stuck on an obstacle
2 Years Ago
Increased length of text on map markers on the compass to 4 characters
2 Years Ago
Added LOD4 to the quarry deployable
2 Years Ago
Decrease opacity of background behind map marker text, should improve visibility on text markers on top of snow
2 Years Ago
Merge from main
2 Years Ago
merge from recycler_animated_v2
2 Years Ago
merge from stash_deploy_fix
2 Years Ago
merge from nuclear_missile_silo
2 Years Ago
merge from nms
2 Years Ago
fixed double loot spawn fixed elite/diesel/keycard spawns
2 Years Ago
Quarry deployable prefab changes
2 Years Ago
Added LODs for the quarry deployable
2 Years Ago
Merge from main
2 Years Ago
Add explicit linking of corpses to their spawn groups
2 Years Ago
Don't use RequireComponent on QuadDecal - server doesn't like it as it wants to remove the DecalRecycle component
2 Years Ago
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2 Years Ago
merge from BRZone
2 Years Ago
thatched floor gibs read/write fix
2 Years Ago
merge from PlayerInventoryPropertiesBeltFix
2 Years Ago
Fixed some lod scaling issues
2 Years Ago
BRZone files
2 Years Ago
2 Years Ago
Tweaked NMS height map to fix floating props near one of the gates on certain seeds
2 Years Ago
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2 Years Ago
2 Years Ago
Passing all vertex attributes
2 Years Ago
Fix stashes spawning visually buried into the ground (pooling issue)
2 Years Ago
Mark loot in train tunnels as 'tunnel' or 'tunnel_stop'