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121,583 Commits over 4,048 Days - 1.25cph!

9 Months Ago
Flagged above ground tunnel entrance prevent-building volume as Tunnels
9 Months Ago
Added a new Tunnels ColliderInfo flag, so it can be used to ignore tunnels prevent-building volumes Flagged train_tunnel_nobuild volume as Tunnels Tin can alarm now deployable in tunnels
9 Months Ago
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component S2P
9 Months Ago
only inherit mount velocity on ragdoll
9 Months Ago
Fixes
9 Months Ago
New set of damage and destruction effects to be in line with the other choppers.
9 Months Ago
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9 Months Ago
9 Months Ago
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9 Months Ago
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9 Months Ago
▋▊▄▄█▆ ▄▆▄▌▌ (▍▉▄▌▅ ▆▄ ▌▅▆▉▌▉ ▉▅▌ ▋▇▍▄▆▉▅ ▄▌▇██▊▌▊ ▉▌▋▋ ▌▆▍▋ ▅▋▍▌ ▄▆▌▉▉▇▇▆▌ ▅▌ ▉▇█▍▄▌▋▊ ▅▇▉ ▄▄▋, ▋▇▊ ▌▊▌▆▇▊ ▅▌▄▌▍ ▅▆▉▌█▄▆ ██▆▌▍█ ▅▌ ▉█ ▅▋▋▌▍'▊ █▆▆▉▆▊ ▇▄▄▄ ▋▉▌▋▋▊ ▍█▆▌▇▄▋█▅█▅▊▊▆▄ ▅▅▉ ▅▉▅█)
9 Months Ago
added road rejection to jutting cliffs
9 Months Ago
Have wolves only fall over on headshots
9 Months Ago
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9 Months Ago
Added Note World Model Imported Note World Model Materials, Model, Textures Setup Note World Model Prefab, LODS and Colliders
9 Months Ago
wip/test changes
9 Months Ago
exported wolf run hit left and right animations
9 Months Ago
Elevator vehicle merge -> main
9 Months Ago
Increased elevator floor colliders Hopefully prevent clipping off elevators
9 Months Ago
extra jutting cliff prefab
9 Months Ago
Clean: Review Feedback - Part 1 - Make scopes explicit with brackets - Get rid of System namespace prefix (as we declare that we use System's names) - Renamed `deepFree` defaulted arg into `freeElements` - FreeUnmanaged(MemoryStream) no longer sets Position anymore - Commented the API Tests: Built C+S target (as it's trivial build-only changes)
9 Months Ago
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9 Months Ago
Entity Leak Fix -> Main
9 Months Ago
set mount pose to sit _DPV on DPV deployed prefab
9 Months Ago
Check if refill container move is unsuccessful. Delete to avoid memory leaking
9 Months Ago
Update: Removing FreeDynamic from Pool Reimplemented the 2 cases where it's used to work without losing information about the type (so we can use Free instead). This also gets rids of unnecessary allocations. Tests: Built all targets. Tried to test runtime (2p multipalyer), got confirmation that the server initializes but nothing hits it. In next CL I'll push out a unit test for ServerMgr, since it looks to be possible.
9 Months Ago
re-enabling animation speeds for DPV
9 Months Ago
Added head.male.average
9 Months Ago
Ignore colliders excluding player movements when running auto crouch
9 Months Ago
merge from EntityLeakFix
9 Months Ago
merge from main
9 Months Ago
merge from codelock_playerprefs
9 Months Ago
merge from dome_collider_fixes
9 Months Ago
merge from industrial_adaptor_movement
9 Months Ago
merge from SBToolCupboard
9 Months Ago
merge from main
9 Months Ago
adjusted serverside player colliders while ragdolling
9 Months Ago
updated wording
9 Months Ago
jutting cliffs progress
9 Months Ago
merge from main
9 Months Ago
Merge from main
9 Months Ago
crustaceans upscaled and added transparency, fish swim prefabs (unused currently) , barnacles tiling first pass
9 Months Ago
Industrial storage adaptors no longer block player movement
9 Months Ago
Merge from block_dof_playback
9 Months Ago
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
9 Months Ago
Cleaned out broken shrub prefabs from airfield Fixed walkways not getting included in HLOD mesh resulting in floating mesh
9 Months Ago
Scene progress
9 Months Ago
Fixed a misaligned shadow proxy on wall_plaster_300 prefab S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
9 Months Ago
Fixed ladder_prop prefab having a box collider instead of it's mesh collider Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e