reporust_rebootcancel

130,063 Commits over 4,140 Days - 1.31cph!

2 Months Ago
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests
2 Months Ago
Add: new Projectile vs world base entity tests Tests: ran the unit tests
2 Months Ago
merge from party_system -> main
2 Months Ago
Add leave party button
2 Months Ago
fix missing shader input on scene load
2 Months Ago
merge from party_system -> main
2 Months Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
2 Months Ago
shadow map cheapification
2 Months Ago
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
2 Months Ago
merge from indirect_instancing
2 Months Ago
Some .FBX.meta I didn't catch because they were uppercase
2 Months Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
2 Months Ago
Subtract all .mat changes to investigate artifacting issues
2 Months Ago
Subtract all .fbx.meta changes to investigate artifacting issues
2 Months Ago
Merge from parent
2 Months Ago
Merge from m ain
2 Months Ago
Deployables can now be deployed on boats at sea
2 Months Ago
Merge from placement_improvements
2 Months Ago
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2 Months Ago
Construction setup. Block fixes.
2 Months Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
2 Months Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
2 Months Ago
Fix peripheral vision being too strong in combat
2 Months Ago
Reduce scientist health
2 Months Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
2 Months Ago
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
2 Months Ago
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
2 Months Ago
use soft mask instead of uigradient because its poopie
2 Months Ago
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
2 Months Ago
Linking Graffiti pack and video on medieval
2 Months Ago
Nicer fade ramp on store items
2 Months Ago
Change overlay base to use new sliced downwards gradient
2 Months Ago
More store views
2 Months Ago
trying out lerp transition again
2 Months Ago
Merge: from main
2 Months Ago
Increase reaction time, reduce damage, simplify accuracy formula
2 Months Ago
Prevent sun banding at twilight.
2 Months Ago
Have scientists always be surprised when first hearing or being hurt by a player
2 Months Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
2 Months Ago
configurable horizon buffer
2 Months Ago
Fix scientists being able to shoot through solid colliders when hearing the player
2 Months Ago
trawler ship hull material vcol blends progress, more uving
2 Months Ago
Even more store work
2 Months Ago
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2 Months Ago
2 Months Ago
performance tuning, cleanup
2 Months Ago
snap_deployables -> main
2 Months Ago
Compile fix
2 Months Ago
Allow rotating with R when wall snapping
2 Months Ago
Cleanup