reporust_rebootcancel

153,550 Commits over 4,536 Days - 1.41cph!

1 Year Ago
Collision fixes. Scene stuff.
1 Year Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
1 Year Ago
Dressing
1 Year Ago
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1 Year Ago
Merge from blueprint_unlock_fix
1 Year Ago
Fix for workbench tech tree appearing fully unlocked, woops
1 Year Ago
Fix steering and gas pedal hallucinations
1 Year Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
Nature dressing. Tree tweaks.
1 Year Ago
merge from drone_storage_slot
1 Year Ago
merge dynamic_environment_volumes to naval_update
1 Year Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
1 Year Ago
corrected inherited velocity used to throw projectiles, may want to dampen this still
1 Year Ago
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
1 Year Ago
Fix compile errors
1 Year Ago
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1 Year Ago
PrefabIDs, manifest.
1 Year Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
1 Year Ago
Allow full stop in seek state
1 Year Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
1 Year Ago
merge from climate -> deep_sea
1 Year Ago
fix HUD Vitals sorting layer overriding prefab value
1 Year Ago
Use 2D Distance instead Compile fix
1 Year Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
1 Year Ago
Refactoring gun displays to use nested prefabs
1 Year Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
1 Year Ago
properly centered drone action prompt label on computerscreen ui
1 Year Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
1 Year Ago
tropical palm server files
1 Year Ago
Fixes to get choice of mission rewards working properly If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
1 Year Ago
Re-apply part of merge manually
1 Year Ago
Codegen
1 Year Ago
Setting up server palm trees entities.
1 Year Ago
merge from deep_sea -> deep_sea/climate
1 Year Ago
merge from demoshot_ui_fix
1 Year Ago
Fixed demo shot list UI text issues
1 Year Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
1 Year Ago
Revert accidentally touched file
1 Year Ago
merge from more_options
1 Year Ago
1 Year Ago
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters - Set default values to be as close to the looks of the previous crosshair as possible - Cleanup
1 Year Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
1 Year Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
1 Year Ago
Deep sea wipe end phase: slowly ramp up radiation in the final phase Exposed a 0-1 factor we can use for weather Content entities spawned in the deep sea get the global deep sea network group assigned
1 Year Ago
merge from deep_sea/wipe