reporust_rebootcancel

125,757 Commits over 4,109 Days - 1.28cph!

3 Years Ago
Fixed concrete/lumberjack pickaxe and hatchet materials
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
hemisphere IES lighting profiles new fluorescent light meshes prefabs for new fluorescent lights / normal and flickering variants
3 Years Ago
pipe wrench vm tweaks, renderer fixes, setup 3p holdtype
3 Years Ago
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3 Years Ago
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3 Years Ago
drawbridge final files
3 Years Ago
Merge from industrial
3 Years Ago
Adjust IO positions on conveyor to make passthrough more obvious Fix exception when loading into a server with pipes Fix warning spam when using wrench
3 Years Ago
Fixed missing mips on new item icons Fixed missing electrical category icon on item filter dialog
3 Years Ago
Use HashSet for deathmarker clusters as well
3 Years Ago
Ice wall gibs collider material update
3 Years Ago
Merge QOLDec22 -> PhysicsLayerRevamp
3 Years Ago
Merge Main -> QOL Dec 22
3 Years Ago
Use a new "InUse" flag for the "any mounted?" check on vehicles, since the Busy flag I was using in 77518 blocks interaction. I could override that behaviour for vehicles, but better to keep the standard behaviour I think.
3 Years Ago
Fixed animator trigger name on wrench
3 Years Ago
Merge from xmas_2022
3 Years Ago
Updated gingrerbread wooden crate collider material
3 Years Ago
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3 Years Ago
Added global.disableBagDropping that disables the backpacks that are dropped after a corpse times out (for cinematics)
3 Years Ago
Scene backup
3 Years Ago
Merge from xmas_2022
3 Years Ago
SSS intensity tweak
3 Years Ago
Files needed for SSS chocolate if we go that route
3 Years Ago
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3 Years Ago
Scene backup. Added batching on some mats. New cream pile static based on existing rubble piles
3 Years Ago
Gingerbread barricades collider materials.
3 Years Ago
Grammar adjustment to chat message: "Turned central locking..."instead of "Turn central locking..."
3 Years Ago
Updated xmas entry and exit door's collider materials.
3 Years Ago
Added some extra dismount points to the zipline to try and prevent cases where the player is killed when the zipline clips the terrain Adjusted the behaviour when a zipline reaches the end of the line to properly place the player in a valid position, seems to fix the player dying during the dismount checks when landing on a powerline platform
3 Years Ago
Scene & material backup
3 Years Ago
placement model is static, offset floortoint.
3 Years Ago
pipe wrench viewmodel - base file, anims, controller, updated vm prefab to use new files
3 Years Ago
Scene backup
3 Years Ago
placement model test
3 Years Ago
Unsaved change from prev commit
3 Years Ago
Refactored UpdateMountFlags method, and don't set Flag_AnyMounted on BaseMountable if it's a BaseVehicle.
3 Years Ago
Merge from xmas_2022
3 Years Ago
Merge from main -> map_optimize
3 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.
3 Years Ago
Xmas tunnel portion added to the test map
3 Years Ago
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3 Years Ago
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3 Years Ago
Increased coverpoint usage range
3 Years Ago
merge from melee
3 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.
3 Years Ago
Melee AI design updates. Set AI dmg scale for hatchet.
3 Years Ago
MoveTowards state can now use new BaseNavigator.MoveTowardsSpeed. Switched chase state for MoveTowards.