reporust_rebootcancel

141,081 Commits over 4,383 Days - 1.34cph!

2 Years Ago
Reduced no go zone size Ensure all targets in zones are looked at before choosing the best one (should ensure heli definetly targets the worst offenders)
2 Years Ago
Increase RF frequency range from 4 to 6 digits
2 Years Ago
Swapped heli death detection to an overlap sphere centered on its transform
2 Years Ago
Updated RF items crafting costs: RF Broadcaster: Metal Fragments 100 -> 150 Tech Trash 1 -> 0 RF Receiver: Metal Fragments 100 -> 150 Tech Trash 1 - 0 RF Transmitter: HQM 5 → Metal Fragments 100 Tech Trash 1 → 0 RF Pager: Metal Fragments 50 → 100 Tech Trash 1 → 0
2 Years Ago
Merge monument crash
2 Years Ago
Merge main
2 Years Ago
Added console command to spawn vendor near road Wheel colliders rotated Collision detection moved to continuous
2 Years Ago
Fixed animator hasAmmo param not getting populated
2 Years Ago
Merge from gate_serialisation_fix
2 Years Ago
Stomp gates.external.high.stone and gates.external.high.wood with the versions from 96185 and manually apply the change from 96208
2 Years Ago
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2 Years Ago
player update. edited 3p ak47 anims
2 Years Ago
Forgot to remove a codelock in the fence gate prefab...
2 Years Ago
Added an exception for garage doors IO wire parenting
2 Years Ago
Code cleanup, pairing & loading fixes
2 Years Ago
Added door controller sockets to all door and gate prefabs, also flagging colliders as potential IO wire parents
2 Years Ago
Some cleanup
2 Years Ago
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2 Years Ago
Can set chase ability based on weapon range. Chase state fix for when no move point found.
2 Years Ago
merge from 95921
2 Years Ago
merge from #95921 main
2 Years Ago
merge from branch
2 Years Ago
merge from main
2 Years Ago
Adding weekly skins - April 18 2024
2 Years Ago
Heavy loot tweak
2 Years Ago
Delete now un-used prefabs
2 Years Ago
Merge from external_holdtobuild
2 Years Ago
Server compile fix
2 Years Ago
merge from qol_demolish_high_walls
2 Years Ago
Client compile fix
2 Years Ago
merge from qol_drag_into_backpack
2 Years Ago
merge from workbench_tax
2 Years Ago
merge from fix_foundation_debris
2 Years Ago
merge from MLRSTimer
2 Years Ago
merge from qol_c4_stuck_block_upgrade
2 Years Ago
merge from qol_demolish_high_walls
2 Years Ago
merge from external_holdtobuild
2 Years Ago
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote) Remove promote to leader popup when looking at another player
2 Years Ago
Fixed reversed suspension on new bike model (suspension still needs other work)
2 Years Ago
Merge from child branch (don't know how that happened)
2 Years Ago
Server side check
2 Years Ago
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok) Shows a progress bar while in process Added two tips to contextually explain what's happening when the player tries to move or taps the button to build Enabled for 3 seconds on all external gates and walls
2 Years Ago
Fix debris spawning on top of eachother when a foundation breaks, then a wall breaks after
2 Years Ago
Deploy guide parenting fixes, still need to fix the bounds check
2 Years Ago
Add debris to square & triangle foundations - debris added to all foundation wall sockets - 1 debris added on terrain in center of foundation https://files.facepunch.com/jakerich/vBA5ptZzQPvqzAhX/buUrI3Cu6T0zkcBo.jpg
2 Years Ago
Cleanup
2 Years Ago
Occlude underwater rendering.
2 Years Ago
Cargo ship now docks at both harbors Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress) Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
2 Years Ago
Looping fix.
2 Years Ago
Screen shake configuration and pooling scripts.