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111,302 Commits over 3,928 Days - 1.18cph!

6 Months Ago
Radtown S2P
6 Months Ago
Merge from main
6 Months Ago
Various lighting related prefab stuff. Road cone transmission texture.
6 Months Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
6 Months Ago
Add some structure to wolf behaviour code
6 Months Ago
Wire deployable on the Deployed layers
6 Months Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
6 Months Ago
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6 Months Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
6 Months Ago
Tin can alarm art implemented
6 Months Ago
deploy model for tin can alarm
6 Months Ago
split off cans with their own pivot
6 Months Ago
Merge from main
6 Months Ago
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
6 Months Ago
tin can alarm art, lods, gibs, art prefab setup
6 Months Ago
Seperated parenting volumes for above and below
6 Months Ago
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
6 Months Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
6 Months Ago
merge from main
6 Months Ago
Update: Constraining Pool.Free - Step 2 * Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads * Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL) * Changed StreamBuffer overload to be a FreeUnmanaged overload Tests: built all targets in unity
6 Months Ago
Merge main
6 Months Ago
Lowered vehicle parenting volume
6 Months Ago
merge from Blend4Way double sided
6 Months Ago
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
6 Months Ago
rock formation prefabs (sea) radius and fade improvements
6 Months Ago
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it. Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion. Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
6 Months Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
6 Months Ago
Wire deployable on trees Minor placement fixes Cleanup
6 Months Ago
weekly skins materials
6 Months Ago
Models and materials folders
6 Months Ago
propagated the latest changes into procmap stack
6 Months Ago
Commit missing change from private to public
6 Months Ago
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
6 Months Ago
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6 Months Ago
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6 Months Ago
6 Months Ago
Added first pass win and lose anims - currently not hooked up to minigame
6 Months Ago
Merge from main
6 Months Ago
Merge from fishing_full_inv_fix
6 Months Ago
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
6 Months Ago
Added RPS icon for gesture wheel. Updated UI to match new designs.
6 Months Ago
Player model cleanup Added a blocking state to the 3rd person animator
6 Months Ago
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
6 Months Ago
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6 Months Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
6 Months Ago
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6 Months Ago
First pass on damage logic Shields can take hits and the hits are absorbed by the items condition Shields can have different ProtectionProperties like a BaseCombatEntity Shields can take hits when mounted on the back and abosrb the damage like they were held Broken shields won't appear at all
6 Months Ago
improved visuals of the glass on the DPV altered texture and materials
6 Months Ago
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6 Months Ago
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