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127,882 Commits over 4,201 Days - 1.27cph!

11 Months Ago
First pass on scientists peeking out of tall and low cover
11 Months Ago
Cleaning up the last of the TAA code
11 Months Ago
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
11 Months Ago
Submitting new ballista rigs
11 Months Ago
merge from main
11 Months Ago
Changed how we detect the entities to damaged when using the battering ram, works better
11 Months Ago
handling item condition properly on ice sculpture deployables
11 Months Ago
Fixed battering ram door not cancelling its busy tick
11 Months Ago
BallistaGun.Update and ServerTick nre fix
11 Months Ago
Battering ram button animation
11 Months Ago
made smoothing less aggressive (still destructive, just less so)
11 Months Ago
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
11 Months Ago
Fixed battering ram hit anim
11 Months Ago
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
11 Months Ago
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11 Months Ago
battering ram - new broken state - animator updates - added 'broken' bool
11 Months Ago
Have scientists only crouch when their cover is low
11 Months Ago
jungle_ruins_e more complex layout design
11 Months Ago
main -> 4ShotMiniCrossbow
11 Months Ago
Implemented battering ram rig and animations
11 Months Ago
deauth_toolcupboard_lock_fix -> main
11 Months Ago
Deauth/Auth radius command now works for the locks on Tool Cupboards
11 Months Ago
Clean: fixing typo in "ServerProfiler::AppendNameTo" Noticed when working on now-discarded assembly name skipping Tests: scripts build in editor
11 Months Ago
drag support across plane defined by first click for all 3 modes - also actually hooked up the clear button to reset the block
11 Months Ago
Make scientists approach by sprinting or sneaking from cover to cover
11 Months Ago
Fixed battering ram back door flickering
11 Months Ago
Adding split fbxs for battering ram hardware rig
11 Months Ago
Add an additional null check when removing instances
11 Months Ago
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
11 Months Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
11 Months Ago
Updating battering ram rig hierarchy
11 Months Ago
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
11 Months Ago
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11 Months Ago
merge from qol_report_server_rules
11 Months Ago
merge from lake_fixes
11 Months Ago
merge from workshop_scene_update
11 Months Ago
merge from admin_prefabs
11 Months Ago
Updated knight armour dlc materials and textures
11 Months Ago
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11 Months Ago
Merge from magnetcrane_deathscreen
11 Months Ago
Merge from xmas2024
11 Months Ago
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check) Enabled on advanced xmas lights
11 Months Ago
Updated invisible admin cube + wall so they can be removed using ent kill
11 Months Ago
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
11 Months Ago
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
11 Months Ago
Added magnet crane avatar icon for death screen. Updated entity with prefab information.
11 Months Ago
merge from hexagontile_kill_fix
11 Months Ago
Disabled saving on hexagongrid.entity
11 Months Ago
Improved projectile hit handling for shields Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
11 Months Ago
merge from socketmod_handles