reporust_rebootcancel

124,064 Commits over 4,171 Days - 1.24cph!

2 Years Ago
Combat prep conversation
2 Years Ago
Combat mission prep
2 Years Ago
Fixed acquire mission objective type not properly registering items acquired that get stacked Set up misison flow and conversation for hunting/cooking mission
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
merge from weapon_racks
2 Years Ago
Merge global_networked_bases/proper_disable_command
2 Years Ago
merge from clean_up
2 Years Ago
Add `InstancingConfigComponent` to root level of component Add option via the config to disable instancing on a prefab Disable instancing on `junkpile_i` as it uses a cliff child prefab that supports instancing Also disable instancing on portal prefab
2 Years Ago
Fixed overlapping IsInTutorial and LoadingAfterTransfer flags
2 Years Ago
Fixed broken harvest and crafting mission events
2 Years Ago
Merge from global_networked_bases -> main
2 Years Ago
Disable instancing on deployables it was unintentionally left on Enable instancing & global networking on large furnace
2 Years Ago
Add button in editor to list every prefab with instanced rendering enabled
2 Years Ago
Codegen, manifest, etc
2 Years Ago
Merge from main
2 Years Ago
Remove instancing from metal shopfront due to glass not working & incase it murders performance if I fix it
2 Years Ago
Server compile fix
2 Years Ago
Fix wooden shopfront door
2 Years Ago
Fix all door prefabs - external gates - cell door - garage door - square + triangle ladder hatch - fence door - double doors
2 Years Ago
Merge from main
2 Years Ago
Players can no longer dismount the parachute for a second after deploying the parachute (see BaseVehicle.AllowPlayerInstigatedDismount) Prevents accidentally dismounting the parachute if player is spamming the Space key to deploy The player can still be dismounted during this window via other means (hitting something, getting shot, etc) Only run the landing camera animation if the player is dismounted due to a collision
2 Years Ago
Fixed animated screen shake not working properly, now has to be parented to a player to work WIll only apply to the camera if it's parented to the LocalPlayer
2 Years Ago
Remove `StripEmptyChildren` from garage door & ladder hatch to fix codelocks
2 Years Ago
Attackheli gunner camera clarity iteration.
2 Years Ago
Standardize `IsInstancingEnabled` and `IsInstancingDisabled` based on convars
2 Years Ago
Increase size of inside checks on spider web deployable
2 Years Ago
Set Cathode effect downscale to 1, since Downscale off seems to use the default (4)
2 Years Ago
Merge cathode-tweaks -> main
2 Years Ago
Merge Main -> save241
2 Years Ago
Merge from global_networked_bases -> main
2 Years Ago
Remove instanced rendering from sleeping bag
2 Years Ago
Network++
2 Years Ago
Added `OnKilled()` hook to BaseNetworkable so it broadcasts deleted building blocks outside of network range & doesn't send them when you reconnect
2 Years Ago
Merge from rocket_trails. Cheaper & better rocket projectile vfx, so that attack heli rocket spam won't drown performance.
2 Years Ago
cutout spiderweb shapes, added to prefab
2 Years Ago
Shadow strength fix.
2 Years Ago
Merge from save241
2 Years Ago
Remaining rockets updated to external FX prefab. Fixed offset on HV/Incen projectile models.
2 Years Ago
rocket_basic projectile updated
2 Years Ago
Merge from global_networked_bases -> main
2 Years Ago
Change `LogError` to `LogWarning` when calling Initialize twice
2 Years Ago
Remove `StripEmptyChildren` component from doors: was causing NRE when trying to attach codelock / keylock
2 Years Ago
Change shadow material from `watersplash-1` to `shadows`
2 Years Ago
Merge from global_networked_bases -> main
2 Years Ago
Some ints not reset when disconnecting from server
2 Years Ago
Missed clearing recycledCells list
2 Years Ago
Fixed some Dictionarys not cleared when disconnecting Ensure initialization and destroy are called only once (to avoid nativearray dispose errors)
2 Years Ago
Fix `print_global_entities` not actually printing the output
2 Years Ago
Rocket projectile lights set to LightEx instead of Shuriken, because cheaper in this case.