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121,698 Commits over 4,048 Days - 1.25cph!

10 Months Ago
enabled ppd on brick piles
10 Months Ago
Fixed a wall with incorrect LOD values in trainyard culling too early
10 Months Ago
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
10 Months Ago
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled Start refactoring EventRecord.Submit() to static SubmitPoint() (so we can force use of uploader classes in future) Remove eventrecord blacklist (was used to stop uploading of frequent events) because it's not used and complicates code - if events are spammy we can remove them
10 Months Ago
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
10 Months Ago
Merge from zipliine_improvements
10 Months Ago
Increase max zipline length to 185m (was 175m)
10 Months Ago
Fix sidecar bike pulling slightly to the right again
10 Months Ago
Give all bikes a bit more air control power
10 Months Ago
Make sidecar bike control much more similarly to the standard bike
10 Months Ago
Unsaved grade change
10 Months Ago
Minor scrap transport damage fx improvement. Improving patrol heli damage fx WIP.
10 Months Ago
Merge from main
10 Months Ago
Merge from zipline_improvements
10 Months Ago
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning Increased the maximum distance a zipline can travel to 175m (was 150) This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release) The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
10 Months Ago
merge from tincan_alarm
10 Months Ago
Not deployable in large hollow trees Fire damage do not trigger the alarm Additional checks on wire deployment
10 Months Ago
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10 Months Ago
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10 Months Ago
10 Months Ago
First pass on browser info
10 Months Ago
Merge from main
10 Months Ago
Added first pass of jungle wall ruin caps for kit testing
10 Months Ago
Protobuf gen etc post-merge
10 Months Ago
Merge main -> UWSkidoo
10 Months Ago
Now deployable on the Default layer (fixes a lot of issues with monument colliders set on the Default layer) Disabled collision with player vehicles and AI vehicles Tweaked the deploy volumes again
10 Months Ago
Added a way to override the placement layer mask of a deployable prefab
10 Months Ago
Hill cliffs erosion progress
10 Months Ago
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
10 Months Ago
Triggered by opening doors Updated protection values so it can take damage from fire
10 Months Ago
plane update
10 Months Ago
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
10 Months Ago
Not deployable on tugboats Not deployable underwater Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
10 Months Ago
Updated & enabled the navs and beacon that were already present on it but hidden. Just to test.
10 Months Ago
Spotlight & flare fixes.
10 Months Ago
Optimized textures. Removed old FP logo. Optimized lights. Fixed spotlight glare issue.
10 Months Ago
Fixed tin can alarm deployable on itself
10 Months Ago
exported wolf run hit animation test
10 Months Ago
Fixed wallpaper pickup always giving default skin item
10 Months Ago
Fixed right click opening the pie menu while holding wallpaper
10 Months Ago
Test scenee
10 Months Ago
merge from main
10 Months Ago
Render folder paths and filenames now use the format "ItemName/SkinName/ItemName - SkinName_xxx"
10 Months Ago
Fix wolf not taking damage
10 Months Ago
Subtracting 101333 (introduced server issues)
10 Months Ago
Added PrepareScene_PreRecord for init between takes. Zero out Rotation parent for each take.
10 Months Ago
Remove unecessary includes
10 Months Ago
large rock formation a test case jutting cliff test case
10 Months Ago
Simplify hfsm by implementing it with a stack instead of recursion
10 Months Ago
Add my own test duplicate of twitch render scene before I destroy it