reporust_rebootcancel

121,620 Commits over 4,048 Days - 1.25cph!

2 Years Ago
Unsaved change from prev commit
2 Years Ago
Refactored UpdateMountFlags method, and don't set Flag_AnyMounted on BaseMountable if it's a BaseVehicle.
2 Years Ago
Merge from xmas_2022
2 Years Ago
Merge from main -> map_optimize
2 Years Ago
Driver can now steer a modular car when engine is off. Allows for one person pushing, one steering. Code changes: Clients can now get info on whether anyone is mounted to a vehicle. The client vehicle tick now runs when anyone is mounted, not just when on or moving.
2 Years Ago
Xmas tunnel portion added to the test map
2 Years Ago
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2 Years Ago
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2 Years Ago
Increased coverpoint usage range
2 Years Ago
merge from melee
2 Years Ago
Equip melee gingerbreads with candy can club instead of hatchet. Added BaseNavigator.FaceMoveTowardsTarget and implemented it in MoveTowards. Set candy cane melee dmg scale.
2 Years Ago
Melee AI design updates. Set AI dmg scale for hatchet.
2 Years Ago
MoveTowards state can now use new BaseNavigator.MoveTowardsSpeed. Switched chase state for MoveTowards.
2 Years Ago
Equip hatchet. Increase melee gingerbread move speed.
2 Years Ago
use CombatStationary instead of Combat
2 Years Ago
Update xmas dwelling spawners to use both gingerbreads
2 Years Ago
Melee AI design
2 Years Ago
Added placeholder gingerbread melee AI config/design
2 Years Ago
Added initial Gingerbread_DungeonMelee prefab. Added melee loadout. Manifest.
2 Years Ago
Fixed loot wagon entity spawn bug
2 Years Ago
Fix weapon attachment active state not being respected when entering/exiting a portal
2 Years Ago
Fixed mace skinned as baseball bat displaying an incorrect price to research at the research table
2 Years Ago
Even simpler loot wagon variation chooser
2 Years Ago
Merge from industrial
2 Years Ago
Codegen, manifest
2 Years Ago
Merge from main
2 Years Ago
Merge from xmas_2022
2 Years Ago
Better loot wagon system, remembers the selected option on load from save
2 Years Ago
Server.respawnWithLoadout is now a bool, when set to true it will look for the client info string "client.RespawnLoadout" and assign that loadout to the player on respawn This way different players can have different loadouts rather than everyone on the server having the same loadout
2 Years Ago
Added Server.respawnWithLoadout (When a player respawns give them this loadout - created with inventory.saveloadout) Added Server.respawnAtDeathPosition (If a player presses the respawn button, respawn at their death location) Both for trailer filming
2 Years Ago
Typo fixes
2 Years Ago
Merge from parent
2 Years Ago
Merge from parent
2 Years Ago
Show a warning if line points are too close while using the industrial tool (the pipe mesh looks weird in those situations)
2 Years Ago
Basic loot wagon variations with random selection of one option. But I don't think this is going to work with save/load.
2 Years Ago
Scene backup
2 Years Ago
Removed condition and increased stack size to 5 for new industrial entities (except for electrical furnace)
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
Nuclear missile silo bathroom progress
2 Years Ago
Bathroom mirror mesh and prefab
2 Years Ago
Sink and counter combo mesh and prefab
2 Years Ago
Deluxe light shader converted to use the same setup as the other lightbulb shader.
2 Years Ago
Refreshed VMs
2 Years Ago
Utility to refresh ViewModels to fix material errors (only needed for media_projects)
2 Years Ago
Take All works again with new grid setup
2 Years Ago
saves
2 Years Ago
codegen after merge proto conflict fix