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113,632 Commits over 3,959 Days - 1.20cph!

10 Months Ago
Cherry picking Unity.AI.Navigation 2022 changeset
10 Months Ago
Unity 2022 part 1
10 Months Ago
Heavy loot tweak
10 Months Ago
Delete now un-used prefabs
10 Months Ago
Merge from external_holdtobuild
10 Months Ago
Server compile fix
10 Months Ago
merge from qol_demolish_high_walls
10 Months Ago
Client compile fix
10 Months Ago
merge from qol_drag_into_backpack
10 Months Ago
merge from workbench_tax
10 Months Ago
merge from fix_foundation_debris
10 Months Ago
merge from MLRSTimer
10 Months Ago
merge from qol_c4_stuck_block_upgrade
10 Months Ago
merge from qol_demolish_high_walls
10 Months Ago
merge from external_holdtobuild
10 Months Ago
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote) Remove promote to leader popup when looking at another player
10 Months Ago
Fixed reversed suspension on new bike model (suspension still needs other work)
10 Months Ago
Merge from child branch (don't know how that happened)
10 Months Ago
Server side check
10 Months Ago
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok) Shows a progress bar while in process Added two tips to contextually explain what's happening when the player tries to move or taps the button to build Enabled for 3 seconds on all external gates and walls
10 Months Ago
Fix debris spawning on top of eachother when a foundation breaks, then a wall breaks after
10 Months Ago
Deploy guide parenting fixes, still need to fix the bounds check
10 Months Ago
Add debris to square & triangle foundations - debris added to all foundation wall sockets - 1 debris added on terrain in center of foundation https://files.facepunch.com/jakerich/vBA5ptZzQPvqzAhX/buUrI3Cu6T0zkcBo.jpg
10 Months Ago
Cleanup
10 Months Ago
Occlude underwater rendering.
10 Months Ago
Cargo ship now docks at both harbors Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress) Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
10 Months Ago
Looping fix.
10 Months Ago
Recorder preset unsaved change
10 Months Ago
Screen shake configuration and pooling scripts.
10 Months Ago
WIP making cargo dock at both harbors
10 Months Ago
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
10 Months Ago
updating motorbike temp model/prefab
10 Months Ago
Fixed artifacts on torch flame.
10 Months Ago
Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree Tax rate is assigned by workbench level, defaults are: Tier 1 = 0% tax Tier 2 = 10% tax Tier 3 = 20% tax Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%) Tax rates are displayed on the purchase button on the tech tree This tax is exclusive to the workbench, research table costs are unchanged Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
10 Months Ago
Temporary code to automatically pause the editor when a long stall is detected. Should hopefully preserve the profiler at the point we need to see it
10 Months Ago
Remove PingEstimator editor spam
10 Months Ago
Reuse old p17 empty state logic for sks viewmodel Use events to turn on the shell in the magazine based Build manifest so the gun works after loading/saving
10 Months Ago
Changed MLRS default brokenDownMinutes from 10 minutes to 20 minutes
10 Months Ago
C4 & satchel will mark the BuildingBlock it lands on as "damaged" when it sticks to it (but deal no damage until it blows up) - prevents players from upgrading building block in the 10 seconds before C4 blows up
10 Months Ago
Allow xmas ice high walls to be demolished too
10 Months Ago
Fix ContextMenu opening (with no options) when high walls are past their demolish timer of 10 minutes
10 Months Ago
Fix funky TOD behavior on nexus enabled servers, hopefully
10 Months Ago
Allow high walls & external gates to be demolished - move demolish code from BuildingBlock -> StabilityEntity - add `canBeDemolished` field - add `demolish_seconds` convar (default 10m) to control demolish time
10 Months Ago
merge from roulette_random
10 Months Ago
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10 Months Ago
FX meta spam
10 Months Ago
Merge cleanup.
10 Months Ago
Various fixes / post-merge unfuckery.
10 Months Ago
merge from auto_map_upload
10 Months Ago
Compile fix