reporust_rebootcancel

128,382 Commits over 4,201 Days - 1.27cph!

42 Days Ago
Ground clutter
42 Days Ago
Merge from main
42 Days Ago
Setup shader params on the terrain mesh.
42 Days Ago
Another fresh attempt at new avoidance logic
42 Days Ago
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
42 Days Ago
Change displacement map to linear, implement directional displacement, change displacement shader blends to handle encoded directional data, pass in terrain height params as shader globals, and sample displacement vectors attenuated by foliage wind vertex colours
42 Days Ago
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42 Days Ago
- Setup third person attack anims - Add attack_damaging parameter and new state to PlayerAnimation controller - Fixed issue with chainsaw third person deploy sound playing on loop - Fix hit particles playing early
42 Days Ago
merge from naval_update/deep_sea
42 Days Ago
Codegen
42 Days Ago
merge from naval_update
42 Days Ago
Codegen
42 Days Ago
merge from main
42 Days Ago
merge from cargopath_map_smooth2
42 Days Ago
Smooth the cargo path shown on the map so it doesnt look too jagged (clean branch, plastic selected all my hidden changes by default 🫠)
42 Days Ago
Smooth the cargo path shown on the map so it doesnt look too jagged
42 Days Ago
Rotatable paintings and signs, during deployment and keybinds in painting menu
42 Days Ago
Set a purchase limit for general tab items so multiple cannot be purchased
42 Days Ago
merge from cargo_oilrig_path_fix
42 Days Ago
merge from modding_can_throw -> main
42 Days Ago
more progress
42 Days Ago
Allow melee weapons to network if they can be thrown - fields `canThrowAsProjectile` and `onlyThrowAsProjectile` Add `setthrowable` command to test that it works 0 = not throwable 1 = throwable 2 = only throwable
42 Days Ago
Cleanup & spawn fixes.
42 Days Ago
Spawns
42 Days Ago
Cargo can't hit oil rig when exiting the map Cherrypicked cargoship.egress command from deep sea branch
42 Days Ago
merge from fix_sam_site_reload -> main
42 Days Ago
merge from hackweek_crosshair_customization
42 Days Ago
Fix crosshair not getting initialized correctly with the settings
42 Days Ago
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42 Days Ago
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42 Days Ago
Cargoship path no longer goes around oil rigs
42 Days Ago
Fix sam sites not reloading after a period of inactivity - fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue) - will automatically reload after 45s of no target (convar `autoreloaddelay`) - rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
42 Days Ago
Update tooltip phrases, rename static 2 to semi-static Fix some options not getting darker on hover
42 Days Ago
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses Set opacity to 1 instead of 0.8 when dynamic
42 Days Ago
merge from modding_drone_tax -> main
42 Days Ago
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
42 Days Ago
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
42 Days Ago
merge from modding_drone_tax -> main
42 Days Ago
Reapply proto changes Only send delivery fee in network data, don't save to disk
42 Days Ago
Cherrypick CS 113029
42 Days Ago
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
42 Days Ago
Fixed warmup method not waiting before calling PostWarmupPage
42 Days Ago
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
42 Days Ago
merge from modding_max_hp -> main
42 Days Ago
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
42 Days Ago
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
42 Days Ago
merge from main -> modding_max_hp
42 Days Ago
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
42 Days Ago
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