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106,619 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Added MonumentNavMesh to monument root, set MonumentInfo to have navmesh data.
1 Year Ago
more initial setup
1 Year Ago
merge from cinematic_tools
1 Year Ago
Merge fixes
1 Year Ago
Merge fixes
1 Year Ago
initial pass on AIZ size/position layouts. added initial AI prefab for merges.
1 Year Ago
Merge from main
1 Year Ago
new road barrier textures
1 Year Ago
Cherry picking 80313
1 Year Ago
Cherry picking 80313
1 Year Ago
Merge from main
1 Year Ago
Enabling multithreaded networking by default for both client and server Adding -nonetworkthread startup parameter to disable multithreaded networking
1 Year Ago
Fixed some interaction issues when the player dies while the map screen was being held open because of label input
1 Year Ago
Fixed broken map marker on MLRS UI
1 Year Ago
Don't allow pings in hardcore mode Contextual pings will now create the ping at the top of the entity in world space, rather than where the ping raycast hits
1 Year Ago
Mouse wheel control edit
1 Year Ago
Renamed demo.hud to demo.ui and made it true by default Demo shot editor will now be enabled by default for all players
1 Year Ago
Move to next/prev entry on computer UI with arrow keys or mouse wheel
1 Year Ago
Merge from more_map_markers
1 Year Ago
Client compile fix
1 Year Ago
Spike WIP
1 Year Ago
Fixed computer UI allowing player to open inventory
1 Year Ago
Show HP bar (and text) on the computer monitor when remote controlling entities
1 Year Ago
Update teleport2marker to work with new marker system: -Will first attempt to read a string argument and match it to the marker name (eg. "teleport2marker home" will teleport to the home marker) -Next attempt will read an integer argument and will go to that marker in the list, list is ordered from oldest to newest (eg."teleport2marker 3" will teleport to 3rd oldest marker) -Last attempt will just cycle through available markers (eg. "teleport2marker" will move to a different marker each time it's run)
1 Year Ago
Show all icons and colours in the edit UI instead of using the cycle buttons
1 Year Ago
Scaled down size of map markers to more closely match existing designs Remove old team leader map marker prefab (we use a single prefab now)
1 Year Ago
Log item definitions on startup
1 Year Ago
Added missing bunker_door_alt_spec texture
1 Year Ago
Fixed clipping door Scene2prefab
1 Year Ago
BillBTestMap cleanup
1 Year Ago
Fixed some depth issues for map markers when editing. The marker being actively edited will now always appear in front of any other markers and will return to it's regular depth once the edit is finished
1 Year Ago
1 Year Ago
Add 'stats_blacklist' convar to manually exclude events Update analytics urls Add 'pending_analytics' convar to get the amount of pending events Add 'high_freq_stats' convar to disable common high frequency events Enable saving for analytics convars
1 Year Ago
Subtract 80247 - may have caused deploy bug
1 Year Ago
Merge from main
1 Year Ago
Custom vertex stream stuff with the updated shader. Scene backup
1 Year Ago
Height and normals match the match the terrain perfectly.
1 Year Ago
Subtract 80274 - reinstate 80250
1 Year Ago
Update error handling for FP account notices so it handles Steam errors better (and if there is an error then don't disconnect from the server)
1 Year Ago
Fix egg suit removing the skin color from the first person legs
1 Year Ago
PixelLit Advanced shader tweaks from Diogo Scene backup & related files.
1 Year Ago
Merge from main -> gameplay_metrics
1 Year Ago
Accurate terrain matching.
1 Year Ago
Added cpu_priority & cpu_affinity console commands
1 Year Ago
Merge from main
1 Year Ago
Merge from main -> cpu_affinity_test
1 Year Ago
Fix single wood door not using deploy whitelist
1 Year Ago
ferry ramp flaps texture redo
1 Year Ago
Merge from main -> door_deploy_fix