reporust_rebootcancel

159,140 Commits over 4,597 Days - 1.44cph!

2 Years Ago
Tons of changes to support working outside of editor - code assumed only single instance per server - now store parameters per client in client convars - made client and server versions of each command - client commands send parameters to server version - added filtering for resources + foilage and npcs (default include everything) - fix point entities not being filtered out - split code into CLIENT and SERVER regions
2 Years Ago
Merge from halloween24
2 Years Ago
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
2 Years Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
2 Years Ago
Setup reinforced wooden shield prefab
2 Years Ago
Add melee attack state on 3rd person animator Added admire to viewmodel animator Added override controllers for each shield viewmodel
2 Years Ago
Hook up deploy on 3rd person shield layer
2 Years Ago
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2 Years Ago
Tags applied to items prefabs
2 Years Ago
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned Add tags for era to item assets
2 Years Ago
Every item reserialized after adding era field & updating asset tags
2 Years Ago
Client compile fix
2 Years Ago
Improve item asset tags - `workbench0` - `workbench3` depending on crafting requirement - `craftable` for items that are craftable - {Category}Item for item category (WeaponItem, FunItem, etc) - `ItemDLC` for items that are dlc - `ItemRedirect` for items that are redirects of other items
2 Years Ago
Add era field for items (none, primitive, medieval, frontier & modern) - items default to "no era" - items in none will show up in all eras - items in lower eras will show up in higher eras - no eras assigned to items yet
2 Years Ago
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
2 Years Ago
Remove QTE specific gameplay code. Rename functions.
2 Years Ago
Rename and refactor QTEEntity/SnakeQTEntity to WildlifeHazard/SnakeHazard. Rename entity prefabs. Manifest. Codegen.
2 Years Ago
Delete QTE folders and restructure.
2 Years Ago
Delete QTE related UI prefabs and code. Delete QTE related gesture setup.
2 Years Ago
Merge from snakes
2 Years Ago
merge from Halloween24/ghost_sheet_fixes - fixed sheet exploding when mounting - other small config changes to help collision and mounting movement
2 Years Ago
adjusted some bc config values for max origin delta and collision cast directions
2 Years Ago
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
2 Years Ago
Fixed viewmodel renderers on non metal shields
2 Years Ago
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2 Years Ago
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2 Years Ago
Disable shield collider while the shield is on the players back
2 Years Ago
Compile fix
2 Years Ago
Added support for multiple record modes: FrameInterval or Manual. Automate timeline playback, start recording and then end recording after timeline has finished. OnComplete now triggers after playback has finished, so we correctly pop up the output folder etc. Can now specify an initial timeline playback start time.
2 Years Ago
Merge from main
2 Years Ago
Fix copy paste - now remaps every type of network id, fixing storage entities - fixed building ID not being reset for new pastes - refactored pasting code so it more closely resembles SaveRestore.Load() - fixed rotation of pastes not always working - save entities in order of network id so the pasting is more deterministic - removed saving of entity ids in pastes because it's not needed - change paste directory from EntityCopies -> copypaste
2 Years Ago
Merge from halloween24
2 Years Ago
HLOD now immediately resolves when the player finishes loading
2 Years Ago
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
2 Years Ago
Timeline playback/record initial test
2 Years Ago
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
2 Years Ago
battering ram fuel consumption
2 Years Ago
Show incorrect presses in red
2 Years Ago
2 Years Ago
fixed car lift collider box being offset in y/z
2 Years Ago
Incorrect key presses now reduce remaining time. QTE will now fail when running out of time. QTE timer loss is now configured on QTE entity.
2 Years Ago
2 Years Ago
fixed storage building large ceiling collider gap
2 Years Ago
Repair UI and gesturecollection prefabs after merge
2 Years Ago
Merge from main
2 Years Ago
Merge from QTE
2 Years Ago
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2 Years Ago
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2 Years Ago
Add a small delay before showing QTE ui.
2 Years Ago
Basic initial QTE sequence generation, just string based for now. Trigger QTE event properly and with generated sequence.