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125,198 Commits over 4,079 Days - 1.28cph!

2 Days Ago
Remove another bark, change push bark
2 Days Ago
Remove peek VO
2 Days Ago
merge from main
2 Days Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
2 Days Ago
Merge from vsync_limit_fix
2 Days Ago
Connected Session new design
2 Days Ago
Remove comments
2 Days Ago
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
2 Days Ago
Update: make turret scan const a servervar - called `sentry.scantimer`, default to 1s Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
2 Days Ago
Merge: from main Tests: none, no conflicts
2 Days Ago
Bugfix: AutoTurret no longer misses players moving it's it's FOV - Done by running scans every second when not tracking any targets Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
2 Days Ago
Updated art on floating walkway railings
2 Days Ago
Better commit message: Deployables of the same type will now snap together provided they are close enough. Boxes, Shelves will now auto snap etc.
2 Days Ago
Deployables of the same type will now snap together: Eg walls will snap together
2 Days Ago
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
2 Days Ago
Bugfix: powering up auto-turret now runs a search - Simplify and clean authDirty-related code One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed. Tests: powered up the turret by standing in front of it - it started shooting correctly
2 Days Ago
merge from main
2 Days Ago
improved topology-based max carve height to produce a better gradient
2 Days Ago
manual anchor fbx update and some priliminary texture/material work
2 Days Ago
Huge code cleanup Introduce two modes, simple or advanced snapping behaviours
2 Days Ago
Remove some voice lines that seemed out of place
2 Days Ago
Merge from negative_source_modifiers_godmode
2 Days Ago
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players. Added Modifier.HasNegativeSoruce()
2 Days Ago
Pre-emptive reload when mag not full and target not seen for a while
2 Days Ago
tweaked wall storage deploy volumes to allow for small wood storage
2 Days Ago
add store icons
2 Days Ago
M15 Pistol - Updated item name and description
2 Days Ago
Merge from snake_los
2 Days Ago
merge from fix_roof_stability
2 Days Ago
Remove instancing support from all non-standard shaders
2 Days Ago
Remove instancing support from all non-standard shaders
2 Days Ago
Snake LOS improvements
2 Days Ago
Merge from parent
3 Days Ago
merge from purifier_waterloss_fix
3 Days Ago
merge from ui_volume_slider
3 Days Ago
subtract jungle_update/spatial-biome-fog/fogmethod1
3 Days Ago
merge from jungle_update/spatial-biome-fog/fogmethod1
3 Days Ago
Merge from naval update
3 Days Ago
Merge from main
3 Days Ago
Merge from vsync_limit_fix
3 Days Ago
Unsaved
3 Days Ago
Disable vsync while the game is in background if limit fps in background is enabled
3 Days Ago
Merge from scientist_spawners_enabled_fix
3 Days Ago
Fix tunnel dwellers still spawning when scientist_spawners_enabled is set to false
3 Days Ago
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3 Days Ago
Merge from mission_create_streamlining/outpost_spawning/