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128,492 Commits over 4,201 Days - 1.27cph!

5 Days Ago
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not Shows count in aggregate mode, otherwise shows ID and Parent ID Tests: opened a save from playtest
5 Days Ago
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
5 Days Ago
merge from deep_sea
5 Days Ago
Update(editor): SaveViewer - sort aggregates in descending order by default Tests: viewed a save in aggregate mode
5 Days Ago
merge from boat_building
5 Days Ago
Update(editor): SaveViewer - add toggle to aggregate by prefab Tests: inspected aggregated entities from playtest save
5 Days Ago
Floor frame fixes
5 Days Ago
Fix scientists rushing when grenade throw fails
5 Days Ago
Remove the animation on build
5 Days Ago
tweaked guide material settings for enhanced readability of geometric details
5 Days Ago
changed RPG7 name to RPG Launcher in engine file
5 Days Ago
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation Renamed some stuff to avoid confusion
5 Days Ago
Eye following view (if you want it)
5 Days Ago
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
5 Days Ago
Merge from fish_pie_buff
5 Days Ago
Bumped fish pie comfort from 25% to 100%
5 Days Ago
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
5 Days Ago
Let's not server cull the collision for hull.triangle...
5 Days Ago
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
5 Days Ago
Test branch for alex
5 Days Ago
Updated HLODs for FC 2,3 and 4
5 Days Ago
persistance++ blueprint wipe
5 Days Ago
removed workbench scrap crafting cost, scrap to be invested stright into unlocks
5 Days Ago
Update(editor): SaveViewer - add a "SyncPos Only" toggle Need it to figure out what caused high counts of syncpos networkables on the server Tests: viewed a save from the playtest
5 Days Ago
Removed 10% tax on WB1 Removed 20% tax on WB2 Common unlock cost: 10 from 20 Uncommon unlock cost: 20 from 75 Rare unlock cost: 40 from 125 Very rare unlock cost: 75 from 500 Values subject to change
5 Days Ago
playables_fixes_2 -> naval_update
5 Days Ago
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights. - Properly nuke the coroutine method - Extra protection in the co-routine itself to stop this from NRE'ing
5 Days Ago
merge from show_toggle_growable_ui
5 Days Ago
Imported and Implemented the loot storage and 50cal turret sounds
5 Days Ago
Merge from better_npc_grenades
5 Days Ago
Remove logs and ddraw, hook to scientist but keep inactive for now
5 Days Ago
cover pass ghost ship
5 Days Ago
Add null protection to all exposed methods referencing the playable controller
5 Days Ago
naval_update -> pt_boat_2
5 Days Ago
Fix pooling issue on sort config panel
5 Days Ago
Merge from hackweek_boxsorting
5 Days Ago
Fix rear turret clipping on the ptboat
5 Days Ago
Added to options UI under Settings / UI / Interaction
5 Days Ago
Compass reference is broken here too for some reason
5 Days Ago
Fix lost compass reference
5 Days Ago
remove semiauto pistol from waterwell vendor jackhammer price increase
5 Days Ago
pt_boat_2 -> naval_update
5 Days Ago
wood armour gloves repose
5 Days Ago
Added showToggleGrowableUI convar. Toggles if the show/hide growable UI option appears when looking at growables.
5 Days Ago
Ensuire AI is saved
5 Days Ago
merge from ui_overhead_optims
5 Days Ago
Cull IO counter canvas by distance
5 Days Ago
naval_update -> pt_boat_2
5 Days Ago
merge from boat_optims
5 Days Ago
Cull all monument RF painting signs by distance S2P both oil rigs and excavator (oil rig will conflict with naval_update, will have to be stomped and redone)