reporust_rebootcancel

129,929 Commits over 4,232 Days - 1.28cph!

2 Months Ago
Another fresh attempt at new avoidance logic
2 Months Ago
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
2 Months Ago
Change displacement map to linear, implement directional displacement, change displacement shader blends to handle encoded directional data, pass in terrain height params as shader globals, and sample displacement vectors attenuated by foliage wind vertex colours
2 Months Ago
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2 Months Ago
- Setup third person attack anims - Add attack_damaging parameter and new state to PlayerAnimation controller - Fixed issue with chainsaw third person deploy sound playing on loop - Fix hit particles playing early
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
Codegen
2 Months Ago
merge from naval_update
2 Months Ago
Codegen
2 Months Ago
merge from main
2 Months Ago
merge from cargopath_map_smooth2
2 Months Ago
Smooth the cargo path shown on the map so it doesnt look too jagged (clean branch, plastic selected all my hidden changes by default 🫠)
2 Months Ago
Smooth the cargo path shown on the map so it doesnt look too jagged
2 Months Ago
Rotatable paintings and signs, during deployment and keybinds in painting menu
2 Months Ago
Set a purchase limit for general tab items so multiple cannot be purchased
2 Months Ago
merge from cargo_oilrig_path_fix
2 Months Ago
merge from modding_can_throw -> main
2 Months Ago
more progress
2 Months Ago
Allow melee weapons to network if they can be thrown - fields `canThrowAsProjectile` and `onlyThrowAsProjectile` Add `setthrowable` command to test that it works 0 = not throwable 1 = throwable 2 = only throwable
2 Months Ago
Cleanup & spawn fixes.
2 Months Ago
Spawns
2 Months Ago
Cargo can't hit oil rig when exiting the map Cherrypicked cargoship.egress command from deep sea branch
2 Months Ago
merge from fix_sam_site_reload -> main
2 Months Ago
merge from hackweek_crosshair_customization
2 Months Ago
Fix crosshair not getting initialized correctly with the settings
2 Months Ago
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2 Months Ago
2 Months Ago
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2 Months Ago
Cargoship path no longer goes around oil rigs
2 Months Ago
Fix sam sites not reloading after a period of inactivity - fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue) - will automatically reload after 45s of no target (convar `autoreloaddelay`) - rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
2 Months Ago
Update tooltip phrases, rename static 2 to semi-static Fix some options not getting darker on hover
2 Months Ago
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses Set opacity to 1 instead of 0.8 when dynamic
2 Months Ago
merge from modding_drone_tax -> main
2 Months Ago
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
2 Months Ago
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
2 Months Ago
merge from modding_drone_tax -> main
2 Months Ago
Reapply proto changes Only send delivery fee in network data, don't save to disk
2 Months Ago
Cherrypick CS 113029
2 Months Ago
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
2 Months Ago
Fixed warmup method not waiting before calling PostWarmupPage
2 Months Ago
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
2 Months Ago
merge from modding_max_hp -> main
2 Months Ago
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
2 Months Ago
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
2 Months Ago
merge from main -> modding_max_hp
2 Months Ago
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
2 Months Ago
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2 Months Ago
Halloween Wallpaper - Final textures, WIP Icon placeholder
2 Months Ago
Merge from main