reporust_rebootcancel

121,142 Commits over 4,018 Days - 1.26cph!

3 Months Ago
Fix catfish giving out pistol bullets (which are restricted in primitive)
3 Months Ago
Merge from primitive
3 Months Ago
Disable projectile refraction on projectiles with noGravity set (AutoTurret)
3 Months Ago
merge from primitive
3 Months Ago
merge from primitive/batteringram_playercollider_fix
3 Months Ago
Reduced player collider size when sitting in the battering ram Fixes turrets, fire, spikes and explosions damaging you from outside
3 Months Ago
Fix metal detector giving out no loot because it creates an empty array by default instead of a null one
3 Months Ago
Disabled static ballista deployment on tugboats, will revisit later
3 Months Ago
Update: DemoServer - don't try to launch it in SERVER+CLIENT mode That's a can of worms I don't want to deal with right now Tests: none, trivial change
3 Months Ago
Fixed static ballista mount culling too early
3 Months Ago
merge from primitive/techtree_constructable_infopanel/
3 Months Ago
Added the constructable item info UI panel to the tech tree as well
3 Months Ago
Added the constructable item info UI panel to the tech tree as well
3 Months Ago
merge from primitive/ballista_towing_repos
3 Months Ago
Fixed ballista towing not showing ropes
3 Months Ago
merge from catapult_ragdoll_visibility_fix
3 Months Ago
forcing culling visibility of player with ragdolling
3 Months Ago
Added generic pie.projectile. Setup test pie items as throwable.
3 Months Ago
Merge from tiger
3 Months Ago
merge from horse_double_ragdoll_fix
3 Months Ago
Bunch of throwing setup. Removed revolved VM from vm. Setup throwing VM events. Converted Food heldentity to BaseMelee
3 Months Ago
resetting airtime and grounded state when horse exits ragdoll
3 Months Ago
Updated Medieval Barricade Icon to include Mipmapping
3 Months Ago
snake anim controller set up and linked to its entity
3 Months Ago
Continuing work on zigg shell (still heavily WIP)
3 Months Ago
network++
3 Months Ago
manifest
3 Months Ago
merge from primitive
3 Months Ago
merge from primitive/deployable_ammo
3 Months Ago
Merge from main
3 Months Ago
Correct tiger audio import settings (load in bg, preload, pcm)
3 Months Ago
Add terrain layer to GroundWatch Switch explosives to Deployed layer Update chain reaction layer mask
3 Months Ago
Merge from main
3 Months Ago
Merge from main
3 Months Ago
Custom deployed explosive - lower damage and splash radius compared to throwing type Updated pickup and deployment timers
3 Months Ago
placement effect ground watch setup - not working for now due to wider layer changes are needed
3 Months Ago
Allow siege explosive deployables to be picked up - two second pickup time Prevent deployment inside trees and nodes
3 Months Ago
Implement IIgniteable and ISplashable so the explosives can be lit and defused
3 Months Ago
More reliable chain reactions
3 Months Ago
Fixed explosives not doing damage
3 Months Ago
▇▊▇▅▋ ▇▇▍▆ ▇▆▉▋_▄▄▋▇▇▋▆_▍▆▋▉
3 Months Ago
▋▇▊▌▆█ ▍█.▅▄▉▋▄▉▇▅▍▋ ▋▌▌ ▍▊▆▉ ▊▅▍▋▄▉▍ ▅▊▋▇▉▍▉▉▋▄█▊▅▅▌ ▆█▆ ▌▉█▊▆▌.▋█▇▉▆▍▊▅█▊▉▇▋▍▉ <▍▆▆▅▋▉▍> <▄█▌▍▉█> ▅▍█ ▉█▍▉▅▊▍
3 Months Ago
Set up flammable version, better iexplosion effects
3 Months Ago
Extra scene/prefab backups
3 Months Ago
First pass on deployable siege weapon ammo
3 Months Ago
Unsaved
3 Months Ago
Scenes + prefab setup backups
3 Months Ago
merge from primitive
3 Months Ago
RidableHorseAudio null checks just in case
3 Months Ago
Restored catapult boulder impact effects