reporust_rebootcancel

123,890 Commits over 4,171 Days - 1.24cph!

1 Year Ago
Testing out storing a user id in a skull item as well as the name
1 Year Ago
Delete the empty gibs mesh, we'll just use the full gibs Icon
1 Year Ago
Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
1 Year Ago
Splashable, igniteable, gibs, condition, save/load
1 Year Ago
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
1 Year Ago
Update FP.BurstCloth with a bunch of constraint logic changes Re-tweak all materials since the update has different parameters now Fix ghost costume bones being out of order (breaks sibling constraints!)
1 Year Ago
Initial torch implementation
1 Year Ago
Reinstate IsVisible changes
1 Year Ago
Added support for frontier door to open in both directions based on what side the player is on
1 Year Ago
missing file
1 Year Ago
more frame wip
1 Year Ago
Manifest, id fixes Added new GestureDoor component, plays a gesture on the player who opens the door, applied on frontier door Added a player inventory config for testing
1 Year Ago
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
1 Year Ago
Play a bear roar sfx during the bear mission conversation
1 Year Ago
Don't play sfx for pings created by the mission objectives
1 Year Ago
Give more starting resources in base building mission Don't turn the mission provider to face the player Description fixes
1 Year Ago
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
1 Year Ago
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
1 Year Ago
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
1 Year Ago
merge from io_bed_issue
1 Year Ago
merge from cached_browser_tag_fix
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
3p hmlmg hand clipping fix
1 Year Ago
Final grading for L. Light emission driven by its own entity to simplify.
1 Year Ago
viewmodel glove skinning fixes - diversuit skinning fixes - scientist suit skinning fixes - hazmat skinning fixes - boneknife base file update with correct bone positions - boneknife prefab updated - combat prefab updated
1 Year Ago
Removed tag filtering for cached queries since we didn't take into account excluded tags & the server browser filters out "weekly" tags already
1 Year Ago
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1 Year Ago
Rail keeps more distance from monuments
1 Year Ago
Added player skeleton to HuntingTrophy_small Added chicken head to HuntingTrophy_small Texture tweaks for HuntingTrophy_small
1 Year Ago
Set the missing material in the entrance prefab
1 Year Ago
Added missing concrete pavement material
1 Year Ago
merge from DraculaCape
1 Year Ago
Regenerating all rail splines
1 Year Ago
Network++ Enabled Halloween event Enabled scarecrowpopulation Enabled scoreboard Switched collectables to halloween themed Added bone collectables Updated ambience Enabled candy vision Updated menu video Frank table default craftable Updated loot tables Enabled halloween portals with a population of 1
1 Year Ago
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
1 Year Ago
merge from main
1 Year Ago
Adding back prevSign workaround
1 Year Ago
Better TerrainPath cliff and decor topology handling
1 Year Ago
phrases / codegen checks
1 Year Ago
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail) GenerateRailLayout cleanup for BlockedPointsAdditional TerrainPathConnect center point calculation fix in GenerateRailLayout Removing prevSign workaround from GenerateRailLayout
1 Year Ago
Pathfinder directional algorithm updated to new heuristic
1 Year Ago
PathFinder int overflow fix that led to crazy paths
1 Year Ago
Mesh.quality affects DecalCull component
1 Year Ago
Look at the conversation NPC's actual model head instead of the static eye position
1 Year Ago
Added an ignore terrain option to MonumentNavMesh to stop nav mesh being generated under the tutorial island
1 Year Ago
Hover looting now uses the state of the Alt hover key at the time the hover occurred, instead of the later time that the transfer occurs
1 Year Ago
Server compile fixes