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106,559 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Updated remaining relevant scientist AI designs with blinded state container
1 Year Ago
Movement tweaks. Simplify implementation. AI design.
1 Year Ago
16x8 frame setup. More optimal for the duration.
1 Year Ago
Implemented blind state so that scientists run in random directions in a small space while blinded.
1 Year Ago
Merge from main -> gameplay_metrics
1 Year Ago
Fix loot marked as "not in monument" when category is an empty string
1 Year Ago
Added IsBlinded AI event. Implementation and UI prefab.s
1 Year Ago
6point shader test setup for Diogo
1 Year Ago
stairs spiral triangle and landing offset fix
1 Year Ago
BaseBlindedState, scientist BlindedState. Added AIState.Blinded type. Added AIDesign.GetFirstStateContainerOfType function. Brains can toggle if they can be blinded or not. Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
1 Year Ago
merge from main
1 Year Ago
merge from steam_nickname_improvements
1 Year Ago
merge from invokehandler_nre
1 Year Ago
Updated exit puzzle to require only a button Moved keycard reader to the top and tied it to opening the bunker hatch Added a new CCTV camera pointing at the exit Added a static computer station to the security room (needs some improvements) Created a new material for the small mesh paths that looks less repetitive and intense Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight Scene2prefab
1 Year Ago
Merge from main
1 Year Ago
LOS check
1 Year Ago
fixed mismatch - collider displayed instead of visual mesh
1 Year Ago
Set duration/range. Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently. Test debug log.
1 Year Ago
merge from building_skins_3
1 Year Ago
Applied shelved previous work. Merged to date from main and merge fixes. Initial fixes/wip.
1 Year Ago
added foldable targeting computer for paddy
1 Year Ago
Adobe skin simple stair is see through - updated colliders and gibs Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
1 Year Ago
merge from ai_aboveground
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
merge from nms
1 Year Ago
merge from building_skins_3
1 Year Ago
network++
1 Year Ago
merge from nuclear_missile_silo
1 Year Ago
merge from /nuclear_missile_silo/timer
1 Year Ago
In editor, tell client-side ragdoll colliders to ignore server-side corpse colliders
1 Year Ago
Added QuadDecal class for basic no-deferred decals. Applied to glass (all other decals I could find are using DeferredDecal). decal.clear console command now clears glass decals.
1 Year Ago
Merge from nms
1 Year Ago
Fixed material type on ext sign colliders. NMS S2P
1 Year Ago
More tiled cubes - metal and concrete alternatives
1 Year Ago
Merge from nms
1 Year Ago
Updated a few props to use RenderLOD Added signs_generic_backface texture for signage used on fences Applied backface material to existing nms fence signage + added collisions NMS S2P
1 Year Ago
NMS MonumentIsland scene for testing
1 Year Ago
Flipbook files (2 variants)
1 Year Ago
Set category of loot from powerlines as "powerline"
1 Year Ago
Merge from main
1 Year Ago
Added a ring of damage triggers around the edge of the NMS hatch that only activate when closed. NMS S2P.
1 Year Ago
Added colliders for quarry deployable and diesel engine
1 Year Ago
compile fix
1 Year Ago
merge from nuclear_missile_silo
1 Year Ago
protocol++
1 Year Ago
merge from /nuclear_missile_silo/timer
1 Year Ago
optimizations, compile fixes
1 Year Ago
code cleanup
1 Year Ago
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