reporust_rebootcancel

126,789 Commits over 4,109 Days - 1.29cph!

13 Days Ago
merge from snapping_higher_floors_hotfix
13 Days Ago
Fix DrawCone not properly handling non 2D directions
13 Days Ago
Tweak needle settings
13 Days Ago
Merge from compass_gameplay
13 Days Ago
Merge from /compass
13 Days Ago
Fix and improve the previous fixes and improvements
13 Days Ago
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13 Days Ago
Removing floating script from individual floating walkway pieces, dividing level into chunks instead. (WIP)
13 Days Ago
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13 Days Ago
Update: BaseRaidBEnch - wip shooting Since there's no firing cooldown, 100 players shooting every frame lags a ton Tests: ran scene
13 Days Ago
Prevent leaving cover when being sniped, first iteration, needs more work to handle when sniper repositions
13 Days Ago
- Fix LKP not being updated correctly when hearing new noises - Fix melee weapons making big noises - Separate the noise location from the guessed location of the thing that made the noise (we don't want to look at where the bullet hit, we want to look at the shooter even if they are very far)
13 Days Ago
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13 Days Ago
Pilot Codelock - WIP Prefab setup and fixes, added icon
13 Days Ago
heli_yoyo -> main
13 Days Ago
Fix heli yoyo
13 Days Ago
Fix Engine prop collider in Powerplant monument
13 Days Ago
Addd UV2s to floating walkway kit for sea moss blends
13 Days Ago
Sail blocking tweaks
13 Days Ago
Connected Session styling
13 Days Ago
edited M15 pistol admire anim
13 Days Ago
removed individual sitems for abyss barrels and linked abyss hazmat as steam unlockable on item script
13 Days Ago
merge from new_menu
13 Days Ago
More mipmaps on voice props store assets
13 Days Ago
Cache DLC prices so they're only requested one time per session
13 Days Ago
fixed potential break in TraceWaterRays/TraceWaterSpheres logic that would cause casts to miss water traces if an earlier one had hit the max number of colliders
13 Days Ago
Fixed quit modal command
13 Days Ago
consistent icon sizes
13 Days Ago
Connect Modal design
13 Days Ago
Fix from feedback
13 Days Ago
Store dlc overlay page prefab variant setup Moved the DLC price logic in cart button
13 Days Ago
M15 Pistol - Updated cinematic textures with new ironsight
13 Days Ago
merge from main - RC
13 Days Ago
sharing more data between batched projectile effect processing - only accessing transform pos/rot once per projectile and only checking retrieving local player entity data once per batch
13 Days Ago
M15 Pistol - Added ironsight dots to world model, small alignment tweaks to size and position
13 Days Ago
Test changes I used for auto driving boats for solo testing stuff
13 Days Ago
Fix some client/server domain issues with GetEntitiesInBuildArea
13 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
13 Days Ago
Fix client+server compile
13 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
13 Days Ago
Fix MLRS being dependent on the rocket prefab server components on the client Fix possible AuroraEffect.UpdatePosition NRE
13 Days Ago
Merge from main, resolve conflict in FPSLogger caused by 123804
13 Days Ago
Bugfix: BaseRaidBench - this is no longer nude beach Tests: built C+S and C-only, ran the scene
13 Days Ago
Update: BaseRaidBench - simulate client flow - use a fake client backend and a dummy connection Fixes players not facing the target, but breaks player clothing for what-ever reason. Tests: ran scene
13 Days Ago
fix double rendered MeshCull objects
13 Days Ago
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
13 Days Ago
Update: BaseRaidBench - wip weapon aiming - Weapon debug graphics confirm aiming direction - Player model doesn't face the right way (need to run client updates, that's next) - added benchmark-related safety checks in local client logic This also hijacks main camera, I'll have to fix that later Tests: ran the scene
13 Days Ago
Store page overlay recycling Some layout tweaks
13 Days Ago
snapping_fix -> main
13 Days Ago
Try only doing is server checks in a listen server