reporust_rebootcancel

119,045 Commits over 4,018 Days - 1.23cph!

2 Months Ago
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
2 Months Ago
Fix oversight in aim time calculation
2 Months Ago
Fix tiger thinking someone is always aiming at him
2 Months Ago
- Code cleanup - Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
2 Months Ago
Merge from multi_auth_radius
2 Months Ago
Add authradius_radius and deauthradius_radius. Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
2 Months Ago
- Added honeycomb - Beehive now stores items (honeyomb) - Beehives generate more honeycomb the more bees are inside - Bee's wont generate unless theres some initial honeycomb inside the hive
2 Months Ago
Fix baseEntity.query returning client entities in editor
2 Months Ago
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
2 Months Ago
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available Tests: Recorded a single player session on craggy - no reported errors.
2 Months Ago
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
2 Months Ago
Restrict shotgun ammo types Restrict SAM ammo T2 Techtree progression
2 Months Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
2 Months Ago
Update: FullServerDemos - add basic debug json packet logging I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked. Tests: recorded a short demo on craggy - got a valid debug json
2 Months Ago
Sam Site restricted
2 Months Ago
Swapped beehive prefab over to using new blockout
2 Months Ago
T1 Tech tree, relatively unchanged
2 Months Ago
Tweaked siege weapon constructables deploy volumes
2 Months Ago
Siege Weapons weaker to fire type damage Siege vehicles crafting cost basic pass Metal Facemask and chest prim locked
2 Months Ago
Merge from main
2 Months Ago
exported tiger prowl low/idle anims
2 Months Ago
Remove unused tiger state, and fix NRE when no corpse is assigned (tiger will just disappear on death until we make a corpse for it)
2 Months Ago
added new player loadout
2 Months Ago
Added GetRedirectHealthInfo in BaseCombatEntity, allows us to show another BaseCombatEntity health when being looked at BallistaGun shows the health of the vehicle Horse temp ragdoll shows the health of the horse
2 Months Ago
merge from med ak skin branch
2 Months Ago
Add counter to blackboard
2 Months Ago
When the tiger is sneaking, it will flee if aimed at from far enough, but charge if it's close
2 Months Ago
Merge from train_tunnel_altitude_2
2 Months Ago
Added ApplyEnvironmentVolumeChecks to SpawnHandler Added EnvironmentVolumeCheck component to divesites
2 Months Ago
don't let ragdoll test convar try and ragdoll a client entity
2 Months Ago
Updated mounted ballista and ballista name and shortname Manifest
2 Months Ago
merge from primitive/deployable_ballista
2 Months Ago
Added ArgEx.GetPlayerArgs extension method which treats every parameter after given index as a player and returns a list of the players. Add authradius_multi and deauthradius_multi commands to work on a list of players. Uses issuing players position for radius location. Adding them as additional commands to preserve the single user version and their behaviour where the target's player position is used instead.
2 Months Ago
Updated knight armour set icons after texture changes
2 Months Ago
Reduced the temp ragdolling maximum time
2 Months Ago
stop trying to kill ragdoll twice
2 Months Ago
don't show health info on temp horse ragdoll
2 Months Ago
Tiger fire reaction
2 Months Ago
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2 Months Ago
Make foliage instancing much more stable/accurate, better seed and random calculations, made the noise texture match the CPU noise much more closely in distribution, add debug option to force CPU and GPU maps to sync, apply random scale to instances, and change foliage count calculation to adjust for probability.
2 Months Ago
Damage states
2 Months Ago
Backups
2 Months Ago
Scene + timeline backups
2 Months Ago
Merge from primitive
2 Months Ago
Player can now block with the shield as long as they have more than 0.5s of block power left (don't need wait for bar to fill back up) Reduced minimum time the shield has to be raised to 0.5s
2 Months Ago
merge from primitive -> aux2
2 Months Ago
merge from primitive_gm -> primitive