reporust_rebootcancel

124,642 Commits over 4,171 Days - 1.25cph!

3 Years Ago
Fixed missing mips on new item icons Fixed missing electrical category icon on item filter dialog
3 Years Ago
Use HashSet for deathmarker clusters as well
3 Years Ago
Ice wall gibs collider material update
3 Years Ago
Merge QOLDec22 -> PhysicsLayerRevamp
3 Years Ago
Merge Main -> QOL Dec 22
3 Years Ago
Use a new "InUse" flag for the "any mounted?" check on vehicles, since the Busy flag I was using in 77518 blocks interaction. I could override that behaviour for vehicles, but better to keep the standard behaviour I think.
3 Years Ago
Fixed animator trigger name on wrench
3 Years Ago
Updated gingrerbread wooden crate collider material
3 Years Ago
▍▍▌▅▊ ▅█▍▄▆▊▊▄ ▍▍ ▆▊▋▌▄▇ ▋▉ █▌▍▄ ▆█ ▅▉▅█▊▅▄ ▇█▊ ▅▆▄▆▊▋ ▆▌▌▅▇▌ ▊█▍▉▅██▆ ▋▅▆█▍ ▋▉▆ ▇▋▍▌▆
3 Years Ago
Added global.disableBagDropping that disables the backpacks that are dropped after a corpse times out (for cinematics)
3 Years Ago
SSS intensity tweak
3 Years Ago
Files needed for SSS chocolate if we go that route
3 Years Ago
▊█▉▉▆▋ ▅▍▉
3 Years Ago
Scene backup. Added batching on some mats. New cream pile static based on existing rubble piles
3 Years Ago
Gingerbread barricades collider materials.
3 Years Ago
Grammar adjustment to chat message: "Turned central locking..."instead of "Turn central locking..."
3 Years Ago
Updated xmas entry and exit door's collider materials.
3 Years Ago
Added some extra dismount points to the zipline to try and prevent cases where the player is killed when the zipline clips the terrain Adjusted the behaviour when a zipline reaches the end of the line to properly place the player in a valid position, seems to fix the player dying during the dismount checks when landing on a powerline platform
3 Years Ago
Scene & material backup
3 Years Ago
placement model is static, offset floortoint.
3 Years Ago
pipe wrench viewmodel - base file, anims, controller, updated vm prefab to use new files
3 Years Ago
Scene backup
3 Years Ago
placement model test
3 Years Ago
Unsaved change from prev commit
3 Years Ago
Refactored UpdateMountFlags method, and don't set Flag_AnyMounted on BaseMountable if it's a BaseVehicle.
3 Years Ago
Merge from main -> map_optimize
3 Years Ago
Driver can now steer a modular car when engine is off. Allows for one person pushing, one steering. Code changes: Clients can now get info on whether anyone is mounted to a vehicle. The client vehicle tick now runs when anyone is mounted, not just when on or moving.
3 Years Ago
Xmas tunnel portion added to the test map
3 Years Ago
▍▆▄▌▇ ▊█▇▋▉▆▇ ▍ ▄▄▇█▆▄▄▇ ▇▆▄▆ ▌█ ▋▍▅▌██ ▍▋▅▌▋▅▄▋▇ ▌▄█▆▄▌▊ █▄ █▋▇▄▊▄▄▉▉▅ ▋▇▉▋▌▍▍▇▍▉ ▋▄▄▆▄█ ▅▉▍▋▊▅
3 Years Ago
▉▄█▍▆ ▍█▆▉ ▍▄▇▊▋█▅▍▄▉▄▄▌▅▋█▆▄▉▄▊▅_▋▆▉
3 Years Ago
Increased coverpoint usage range
3 Years Ago
merge from melee
3 Years Ago
Equip melee gingerbreads with candy can club instead of hatchet. Added BaseNavigator.FaceMoveTowardsTarget and implemented it in MoveTowards. Set candy cane melee dmg scale.
3 Years Ago
Melee AI design updates. Set AI dmg scale for hatchet.
3 Years Ago
MoveTowards state can now use new BaseNavigator.MoveTowardsSpeed. Switched chase state for MoveTowards.
3 Years Ago
Equip hatchet. Increase melee gingerbread move speed.
3 Years Ago
use CombatStationary instead of Combat
3 Years Ago
Update xmas dwelling spawners to use both gingerbreads
3 Years Ago
Melee AI design
3 Years Ago
Added placeholder gingerbread melee AI config/design
3 Years Ago
Added initial Gingerbread_DungeonMelee prefab. Added melee loadout. Manifest.
3 Years Ago
Fixed loot wagon entity spawn bug
3 Years Ago
Fix weapon attachment active state not being respected when entering/exiting a portal
3 Years Ago
Fixed mace skinned as baseball bat displaying an incorrect price to research at the research table
3 Years Ago
Even simpler loot wagon variation chooser
3 Years Ago
Merge from industrial
3 Years Ago
Codegen, manifest
3 Years Ago
Merge from main
3 Years Ago
Better loot wagon system, remembers the selected option on load from save
3 Years Ago
Server.respawnWithLoadout is now a bool, when set to true it will look for the client info string "client.RespawnLoadout" and assign that loadout to the player on respawn This way different players can have different loadouts rather than everyone on the server having the same loadout