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141,070 Commits over 4,383 Days - 1.34cph!

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.
2 Years Ago
WIP making cargo dock at both harbors
2 Years Ago
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
2 Years Ago
updating motorbike temp model/prefab
2 Years Ago
Fixed artifacts on torch flame.
2 Years Ago
Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree Tax rate is assigned by workbench level, defaults are: Tier 1 = 0% tax Tier 2 = 10% tax Tier 3 = 20% tax Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%) Tax rates are displayed on the purchase button on the tech tree This tax is exclusive to the workbench, research table costs are unchanged Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
2 Years Ago
Temporary code to automatically pause the editor when a long stall is detected. Should hopefully preserve the profiler at the point we need to see it
2 Years Ago
Remove PingEstimator editor spam
2 Years Ago
Reuse old p17 empty state logic for sks viewmodel Use events to turn on the shell in the magazine based Build manifest so the gun works after loading/saving
2 Years Ago
Changed MLRS default brokenDownMinutes from 10 minutes to 20 minutes
2 Years Ago
C4 & satchel will mark the BuildingBlock it lands on as "damaged" when it sticks to it (but deal no damage until it blows up) - prevents players from upgrading building block in the 10 seconds before C4 blows up
2 Years Ago
Allow xmas ice high walls to be demolished too