reporust_rebootcancel

115,513 Commits over 3,959 Days - 1.22cph!

31 Days Ago
Some description tweaks
31 Days Ago
Siege weapon item descriptions
31 Days Ago
Catapult default pose set to idle, fixes the noticeable change when spawning them
31 Days Ago
Galloping speed bonus when on road
31 Days Ago
Firing the catapult will block the push interaction for 2 seconds
31 Days Ago
Can't feed swimming horses
31 Days Ago
merge from primitive
31 Days Ago
GetCurrentIngredientProgressAmount NRE fix for client ahead of the server
31 Days Ago
Med ak item setup
31 Days Ago
Don't attempt to auto equip bags and shields when taking from weapon racks
31 Days Ago
Merge from primitive
31 Days Ago
Shield cannot be raised if the player has less than 1s of time in the progress bar
31 Days Ago
Hammer is no longer usable with shield (was a bit of a downgrade since you had to unequip the shield to access upgrade options)
31 Days Ago
Hopefully fixed recurring issue where the player would be stuck in blocking state if their shield breaks while it is raised
31 Days Ago
Recoil when a player sucessfully blocks a hit is now applied to the attacker, not the defender, only applied for melee Left in the screenshake for local player on blocking a hit as it looks good
31 Days Ago
Bucket FX WIP.
31 Days Ago
Applied a new collider to all shields to increase the amount of coverage the legs and head receive, particularly while blocking
31 Days Ago
Catapult firebomb fire spread/lifetime/damage matches the incendiary rocket Slower ballista hammerhead bolt Minor build cost indicator color fix
31 Days Ago
Stop leading when horse starts ragdolling Can't lead a ragdolled horse
31 Days Ago
Fixed repair cost UI not showing as red (caused by 111605)
31 Days Ago
Tweaked mounted ballista colliders
31 Days Ago
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31 Days Ago
Static ballista rig setup Updated icon
31 Days Ago
merge from primitive/deployable_ballista
31 Days Ago
Mounted ballista detailed colliders
31 Days Ago
Reverted 111575 (restored mounted ballista rig)
31 Days Ago
Constructable entities now require the correct amount of resources Added UI showing the required resources when aiming at a constructable entity
31 Days Ago
Crash FX.
31 Days Ago
Make sure to reset leading flag when leader player dies
31 Days Ago
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31 Days Ago
merge from primitive -> aux2
31 Days Ago
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
31 Days Ago
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
31 Days Ago
merge from primitive_gm -> primitive
32 Days Ago
Fix tech tree not allowing to unlock if there were restricted items inbetween
32 Days Ago
med ak skin WIP - model skinned & exported - initial prefabs setup
32 Days Ago
merge from primitive -> primitive_gm
32 Days Ago
Fixed T3 workbench missing the primitive version of the T2 tech tree
32 Days Ago
Merge from train_tunnel_altitude_2
32 Days Ago
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
32 Days Ago
merge from primitive
32 Days Ago
merge from primitive/gameplay
32 Days Ago
Resolved tech tree pathing issues
32 Days Ago
merge from main
32 Days Ago
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory - Also added more detialed logging of position messages Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected. Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
32 Days Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
32 Days Ago
merge from primitive -> aux2
32 Days Ago
merge from primitive_gm -> primitive
32 Days Ago
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
32 Days Ago
Bugfix: ServerDemoPlayer - don't duplicate connected players - Also added expanded tick logging Connected player doesn't move due to tick divergence - investigating. Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position