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105,844 Commits over 3,806 Days - 1.16cph!

4 Months Ago
Fixed broken collision prefabs on ZiplineLandingPlatform, ZiplineLaunchPlatform, ZiplineLaunchPlatformStairs
4 Months Ago
Converted train tunnel train tracks to MeshLods
4 Months Ago
Merge from main
4 Months Ago
Merge from meshlod_converter
4 Months Ago
Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
4 Months Ago
Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
4 Months Ago
Fixed null reference exception when using Last Used code button on a modular car codelock
4 Months Ago
Fixed slack rotation issues when placing the light box on angled surfaces
4 Months Ago
Fix rocket consuming ammo before EyeHack is checked, causing rocket to be consumed even though nothing was fired
4 Months Ago
Added new fur setups to cinematic rig
4 Months Ago
merge from flamethrower_informationpanel
4 Months Ago
merge from allow_barricades_monuments
4 Months Ago
merge from qol_show_teammate_building_guide
4 Months Ago
merge from qol_show_teammate_building_guide -> aux2
4 Months Ago
fire arrow viewmodel/flight sounds
4 Months Ago
unique sounds for HV rockets
4 Months Ago
Merge from main -> aux2
4 Months Ago
merge from allow_barricades_monuments -> aux2
4 Months Ago
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent - fast path is see if the `prevent_building` collider is already tagged - slow path is using a physics cast to search for `prevent_building` - caches to avoid falling back on the slow path every time
4 Months Ago
merge from paint_qo
4 Months Ago
merge from waterpump_deploy
4 Months Ago
Possible compile fix?
4 Months Ago
merge from qol_building_blocked_visual
4 Months Ago
merge from qol_reduce_f15_volume
4 Months Ago
Pass null when checking IsInvoking() instead of getting a profiler key Fix NRE in profiling key creation if an entity is killed while an invoke is happening
4 Months Ago
Merge from main -> allow_barricade_monuments
4 Months Ago
Save convar to config
4 Months Ago
4 Months Ago
Slight optimization
4 Months Ago
#SERVER compile fix
4 Months Ago
Add "Building Guide Preview" to options menu - Always - When Building (default) - Disabled
4 Months Ago
▊▉▇▇▆▅
4 Months Ago
Updated the deploy sound to something more appropriate (was using the goold old tuna can lamp sound)
4 Months Ago
Tweaked water pumps deploy volume so they can be deployed in a triangle
4 Months Ago
Split off code into static class BuildingGuideManager.cs instead of inside Planner (where there can be multiple) Start adding convar
4 Months Ago
Merge from main -> qol_show_teammate_building_guide
4 Months Ago
Added an UI information panel showing flamethrowers damage and range values
4 Months Ago
added inverse mask for concrete edging cutouts.
4 Months Ago
Reduce F15 flyby volume by 45%
4 Months Ago
added first pass roofing asphalt mat for Radtown use.
4 Months Ago
Finally fix building blocked guides not showing in standalone builds - find the largest volume before PreProcess destroys the heirarchy
4 Months Ago
Merge from main -> qol_building_blocked_visual
4 Months Ago
Updated large medkit description to include the 100% chance of recovery from wounded state
4 Months Ago
radtown gate bug fixes, collision, lods
4 Months Ago
Structures folder, converting to MeshLOD, Removing some Material Setup components
4 Months Ago
merge from samsite_togglemode
4 Months Ago
merge from paint_qol
4 Months Ago
Props folder, second pass converting to MeshLOD
4 Months Ago
Tweaked the new input behaviour - no power -> switch to the mode set manually - powered -> swith to the other mode https://files.facepunch.com/Flavien/a6t5qI8rzoaSdQzP.mp4 Also renamed both modes for clarity: 'Enable Defender Mode' -> 'Defender Mode' 'Disable Defender Mode' -> 'Target All'
4 Months Ago
Correctly hide the progress bar when unlock minigame finishes successfully