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135,420 Commits over 4,474 Days - 1.26cph!

1 Year Ago
Restored store cart button
1 Year Ago
Small fixes and tweaks
1 Year Ago
Restored F1 item menu
1 Year Ago
Subtract 124976
1 Year Ago
Subtract 124978
1 Year Ago
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1 Year Ago
revert_metabolism -> main
1 Year Ago
Properly revert
1 Year Ago
compile error
1 Year Ago
revert_metabolism -> main
1 Year Ago
Revert 123078
1 Year Ago
Baseline
1 Year Ago
Fixed workshop scene using jungle color grading if the camera is in a particular spot
1 Year Ago
Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene
1 Year Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
1 Year Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
1 Year Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
1 Year Ago
Convars for aboard player and auto close sails checks.
1 Year Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
1 Year Ago
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
1 Year Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
1 Year Ago
Removed test arg in initial home navigate
1 Year Ago
Gesture menu progress, some refactoring and polish
1 Year Ago
Water pump idle loop audio is now affected by occlusion.
1 Year Ago
Server Browser design changes
1 Year Ago
Thrust position calculation fix
1 Year Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
1 Year Ago
ghost ship interior progress
1 Year Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
1 Year Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.
1 Year Ago
Mark a bunch of collision meshes as R/W
1 Year Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
1 Year Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
1 Year Ago
Pilot Codelock - updated icon, fixed material order in LODs
1 Year Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
1 Year Ago
Add auto-save paintings option
1 Year Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
1 Year Ago
Fix error with turret lerpspeed when compiling in NONE configuration
1 Year Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
1 Year Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
1 Year Ago
Merge from main
1 Year Ago
update prefab to include item information
1 Year Ago
Fix client server directives compile errors
1 Year Ago
Update header buttons to match all the others
1 Year Ago
Fixed abyss pack page tag
1 Year Ago
WIP Automatic thrust point calculation based on hull blocks
1 Year Ago
Reimplementation of session events
1 Year Ago
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
1 Year Ago
Disable scientist obstacle avoidance as it causes them to get stuck
1 Year Ago
Fix error from missing param in animator