reporust_rebootcancel

114,796 Commits over 3,959 Days - 1.21cph!

3 Months Ago
Call AttachToBuilding
3 Months Ago
merge from main
3 Months Ago
Merge from simple_upgrade
3 Months Ago
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3 Months Ago
set ID
3 Months Ago
Merge: from main Tests: none, no conflicts
3 Months Ago
Merged from siege_weapons
3 Months Ago
removing old autospawn cliff related prefab folders
3 Months Ago
merge ice_sculptures->main
3 Months Ago
merge from main
3 Months Ago
added ice block to iconrender scene's ice sculpture
3 Months Ago
removing some incomplete unused content folder
3 Months Ago
removing old cliffs, old formations except types still in use, test folders
3 Months Ago
Merge from simple_upgrade
3 Months Ago
Re-exported rock_formation_mid_b_nrm to get rid of import errors
3 Months Ago
Merge from launcher reload bug
3 Months Ago
Added separate mask tiling and offset and blending to the detail mask in the blend shaders
3 Months Ago
Apply the same fix when going from loaded-> unloaded (should never really happen in reality, but there's no reason for it to take 0.25s)
3 Months Ago
Adjusted duration between unloaded <-> loaded in crossbow viewmodel to possibly fix the 0.25s delay before firing when a reload on the server takes longer than the client Affects crossbow and speargun vms
3 Months Ago
added temp material values that I think make the ice look better - changes and request written up on task comments
3 Months Ago
Fixed the double reload bug for all weapons in BaseProjectile Store a new reload cooldown that is 50% longer than the normal cooldown, cancel it when the client receives the reload (the local ammo changes) Only need to store this new cooldown in case we don't receive a response from the server because the reload was rejected, in that case the regular reload functionality will start working after a few seconds
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
fixed colliders on sculpture that were blocking some placement and block upgrades
3 Months Ago
Pool for menu options
3 Months Ago
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
3 Months Ago
Fix compile error in none.
3 Months Ago
Remove some randomly added Usings
3 Months Ago
Remove redundant check
3 Months Ago
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
3 Months Ago
Additional checks
3 Months Ago
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3 Months Ago
Ice shader tessellation with phong and bezier smoothing options
3 Months Ago
Merge from main (keeping main changes to external wall prefabs)
3 Months Ago
Don't show on default 5.56
3 Months Ago
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
3 Months Ago
Merge from oxygen_qol_tweaks
3 Months Ago
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory Fixed some rounding issues when using dive tanks after the last commit
3 Months Ago
Increase depth required to start losing oxygen to 1 (fully submerged) Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
3 Months Ago
Merge from main
3 Months Ago
Merge from launcher reload bug
3 Months Ago
Print reload time option now recommends a reload time based on a 0.34ms buffer Updated both rocket launchers again
3 Months Ago
Merge from modding_prefabs
3 Months Ago
Added new greybox scene containing all cube prefabs (for testing)
3 Months Ago
Backlog of unsaved mapping/modding prefabs: - More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster - Cold and heat volume variants (low, med, high) - Toxic/radiation water cube + cylinder prefabs - Admin spawnable invisible 3x3 cube + wall - Static fire prefabs (looping) - Static xmas light string prefab - Static spraycan decals - Birthday cake prefabs - Invisible static PressButton
3 Months Ago
Merge from main
3 Months Ago
forgot a file
3 Months Ago
move clouds to branch off main - clouds can cast approximate shadows on world - add exposure/contrast parameters - add dedicated configuration for coverage worley - adjust atmospheric haze mie scattering