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134,425 Commits over 4,444 Days - 1.26cph!

2 Years Ago
Light setup.
2 Years Ago
Finished roadside bike spawn setup
2 Years Ago
Added pedal bike spawns at supermarket and warehouse. One each, 50% chance of bike vs. trike
2 Years Ago
Merge from debugcamera_dof_save
2 Years Ago
Save/load sales history
2 Years Ago
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
2 Years Ago
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
2 Years Ago
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
2 Years Ago
Set up motorbike spawning at monuments - one each at gas station, sphere tank, water treatment. Randomly select normal or sidecar bike (50% chance of each). SpawnPointSpawnPopulation now supports having multiple options
2 Years Ago
Reapply animator changes
2 Years Ago
Merge from main (many conflicts, stomped local animator changes)
2 Years Ago
Codegen
2 Years Ago
Fix the check "is scene in asset bundles" not working outside of editor - added method to check if any asset is at path in filesystem
2 Years Ago
Test map loop edit
2 Years Ago
Test map loop
2 Years Ago
merge from main -> monument_scenes
2 Years Ago
merge from qol_give_improvements -> main
2 Years Ago
Adding --silent onto a give command will stop telling you picked up the item - still broadcasts to the server when an item is given
2 Years Ago
Fix `clearinventory` not running ItemManager.DoRemoves() causing items to not always go to correct spot Add ability to specify target container & slot when using `give` command - give {item} {amount} {condition} {skin} {container} {slot} Add some descriptions to give commands
2 Years Ago
Fix `monument_scenes` convar not applying to remapping paths after previous commits Don't remap to scene spawner if the scene doesn't exist in asset bundles Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
2 Years Ago
Rename
2 Years Ago
Added BreaksRestraint to DamageTypeEx Ignore cold, bleed etc damage for unlock minigame reset.
2 Years Ago
codegen
2 Years Ago
Added and Setup Vintage Bedside Table Prop Prefab
2 Years Ago
skinned combined truck, applied correct materials, set up first pass on blended materials, added to main prefab (bones need assigning)
2 Years Ago
Added 'triggerevent' server command to trigger any event by name (airdrop, cargo, patrol heli etc) Also added 'killallevents' to instantly kill any ongoing event
2 Years Ago
added base trim for storage warehouse.
2 Years Ago
more work on radtown storage warehouse
2 Years Ago
Further hood tweaks
2 Years Ago
Hood wearable mask tweaks
2 Years Ago
merge from build_leave_bundles_symlink -> main
2 Years Ago
Added a way to override force show on UIBlackoutOverlay. Added prison hood UI script, overring force show when the player is dead. Updated UI prefab.
2 Years Ago
LOD0 progress backup
2 Years Ago
Updated rig so wheels rotate in the z axis
2 Years Ago
Added extra hours method to wipe timer
2 Years Ago
Don't spawn travelling vendor if Bradley is on the road - preemptively prevents any issues with Bradley pathing
2 Years Ago
Removed unused retro TC localization tokens
2 Years Ago
Debug camera can now save any depth of field aper, blur, squeeze and barrel values
2 Years Ago
Pressing R to reset debug cam now reset roll immediately regardless of any camlerp value
2 Years Ago
merge from spawnview_command
2 Years Ago
Added 'spawnview' command to spawn entity at the position and orientation of the camera
2 Years Ago
reverted to the og material for house trims
2 Years Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
2 Years Ago
merge from hood_and_cuffs
2 Years Ago
Merge from main
2 Years Ago
Another gesture list update
2 Years Ago
Redo animator changes
2 Years Ago
Fixed changed crane colour in junkyard, S2P
2 Years Ago
2 Years Ago
Gesture list update