userandrecancel
branchrust_reboot/maincancel

5,941 Commits over 4,018 Days - 0.06cph!

10 Years Ago
This folder should not exist (I think)
10 Years Ago
Fixed materials of the small bridge
10 Years Ago
RandomStaticObject and RandomStaticPrefab run on the server as well
10 Years Ago
batching.verbose can be enabled by everyone
10 Years Ago
Fixed MeshBatch refreshing too often
10 Years Ago
batching.verbose defaults to false
10 Years Ago
Compile fix
10 Years Ago
Added batching.verbose
10 Years Ago
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10 Years Ago
Added a bunch of exploit testing rocks to CraggyIsland
10 Years Ago
Added sphere and capsule deploy volume types Added deploy volumes to water catchers Added support for multiple deploy volumes on a single object Deploy volume layers are now specified per-component
10 Years Ago
Subtracted changeset 9596 Clamped third person player spine bending by lowering the body weight
10 Years Ago
Added World.Procedural boolean (cc Helk)
10 Years Ago
Interaction point is always at the center of the screen, even when moving your head
10 Years Ago
Added leather resource (unused for now)
10 Years Ago
Fixed material of the torch world model
10 Years Ago
Fixed a situation that could corrupt the deploy state of held entities on the local player
10 Years Ago
Log warning if holstered viewmodel is holstered again
10 Years Ago
Log warning if held entity cannot be found in inventory
10 Years Ago
Renamed water reflections to water quality in F2 menu
10 Years Ago
Made clientside HoldType handling less hacky, hopefully more robust
10 Years Ago
Minor foundation step terrain socket fix
10 Years Ago
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown
10 Years Ago
Removed rigidbodies from socket_handle and construct_vision (test)
10 Years Ago
TerrainCollisionTrigger ignores other triggers
10 Years Ago
CraggyIsland layer updates
10 Years Ago
Don't check for construction in DeployVolume
10 Years Ago
Added spawn.fill_populations and spawn.fill_groups admin commands
10 Years Ago
Radtown crates no longer spawn partially inside building floors Tweaked initial delay in LocalClock
10 Years Ago
Tweaked wall deploy volume thickness
10 Years Ago
Fixed some deployables that should be placeable on foundations being unplaceable
10 Years Ago
Removed lamppost light source because it looks weird and flickery Removed tiny floating mesh from radtown_small_5
10 Years Ago
Fixed SpawnGroup variance always being 0 (i.e. no variance)
10 Years Ago
Fixed floaty airfield boxes and missing crates
10 Years Ago
Override player aim with where their gun is pointed at (sadly disables headlook networking for now) Fixed that the holdtype in PlayerModel never switched to the gun holdtype because it was checking a deprecated string field
10 Years Ago
Decoupled head and body directions in PlayerEyes
10 Years Ago
Added CheckCapsule to GamePhysics (unused for now)
10 Years Ago
Initialize PlayerEyes rotations with Quaternion.identity (for serverside)
10 Years Ago
Added third TrackIR rotation axis
10 Years Ago
Fixed beachside trees being allowed to spawn on cliffs
10 Years Ago
Tweaked god ray color around dawn and dusk
10 Years Ago
Fixed TweakUIMultiSelect initial state
10 Years Ago
Removed debug DDraws
10 Years Ago
Fixed construction and deployable placement check regressions caused by the layer refactor
10 Years Ago
Fixed floaty airfield hangars and warehouse
10 Years Ago
Merge from radtown-spawn-refactor
10 Years Ago
Fixed player aim in inventory
10 Years Ago
Added timing for overall duration of the procedural generation
10 Years Ago
F2 menu automatically refreshes TrackIR
10 Years Ago
Added onLadder and lookDir comparison to ModelState.Equal Network++