reporust_rebootcancel

126,704 Commits over 4,109 Days - 1.28cph!

2 Years Ago
Fix loot marked as "not in monument" when category is an empty string
2 Years Ago
Added IsBlinded AI event. Implementation and UI prefab.s
2 Years Ago
6point shader test setup for Diogo
2 Years Ago
stairs spiral triangle and landing offset fix
2 Years Ago
BaseBlindedState, scientist BlindedState. Added AIState.Blinded type. Added AIDesign.GetFirstStateContainerOfType function. Brains can toggle if they can be blinded or not. Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
2 Years Ago
merge from main
2 Years Ago
merge from steam_nickname_improvements
2 Years Ago
merge from invokehandler_nre
2 Years Ago
Updated exit puzzle to require only a button Moved keycard reader to the top and tied it to opening the bunker hatch Added a new CCTV camera pointing at the exit Added a static computer station to the security room (needs some improvements) Created a new material for the small mesh paths that looks less repetitive and intense Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight Scene2prefab
2 Years Ago
Merge from main
2 Years Ago
LOS check
2 Years Ago
fixed mismatch - collider displayed instead of visual mesh
2 Years Ago
Set duration/range. Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently. Test debug log.
2 Years Ago
merge from building_skins_3
2 Years Ago
Applied shelved previous work. Merged to date from main and merge fixes. Initial fixes/wip.
2 Years Ago
added foldable targeting computer for paddy
2 Years Ago
Adobe skin simple stair is see through - updated colliders and gibs Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
2 Years Ago
merge from ai_aboveground
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
merge from nms
2 Years Ago
merge from building_skins_3
2 Years Ago
network++
2 Years Ago
merge from nuclear_missile_silo
2 Years Ago
merge from /nuclear_missile_silo/timer
2 Years Ago
In editor, tell client-side ragdoll colliders to ignore server-side corpse colliders
2 Years Ago
Added QuadDecal class for basic no-deferred decals. Applied to glass (all other decals I could find are using DeferredDecal). decal.clear console command now clears glass decals.
2 Years Ago
Merge from nms
2 Years Ago
Fixed material type on ext sign colliders. NMS S2P
2 Years Ago
More tiled cubes - metal and concrete alternatives
2 Years Ago
Merge from nms
2 Years Ago
Updated a few props to use RenderLOD Added signs_generic_backface texture for signage used on fences Applied backface material to existing nms fence signage + added collisions NMS S2P
2 Years Ago
NMS MonumentIsland scene for testing
2 Years Ago
Flipbook files (2 variants)
2 Years Ago
Set category of loot from powerlines as "powerline"
2 Years Ago
Merge from main
2 Years Ago
Added a ring of damage triggers around the edge of the NMS hatch that only activate when closed. NMS S2P.
2 Years Ago
Added colliders for quarry deployable and diesel engine
2 Years Ago
compile fix
2 Years Ago
merge from nuclear_missile_silo
2 Years Ago
protocol++
2 Years Ago
merge from /nuclear_missile_silo/timer
2 Years Ago
optimizations, compile fixes
2 Years Ago
code cleanup
2 Years Ago
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2 Years Ago
bugfixes
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
merge in