reporust_rebootcancel

106,585 Commits over 3,836 Days - 1.16cph!

8 Years Ago
Less feet slipping when running/jogging Lower rotation follows upper, not the other way around Feet rotation deadzone when not moving Fixed model stutter when going from looking up to looking down
8 Years Ago
Added events server convar
8 Years Ago
Added corpses server convar
8 Years Ago
Store muzzle point on viewmodel/projectiles so we don't look it up by name every shot (!) Player eye position hard coded, negates need for extra transform Editor: Draw BLUE line where projectile weapon is pointing Editor: Draw CYAN line where player eyes would be pointing if eyeball in end of weapon
8 Years Ago
Salvaged axe optimisation
8 Years Ago
Added gravity server convar
8 Years Ago
Fixed aim angles not being broadcast if player standing still
8 Years Ago
Removed unused hand IK code
8 Years Ago
Semi-auto pistol optimisation
8 Years Ago
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8 Years Ago
Added timescale server convar
8 Years Ago
Some ifdef SERVER
8 Years Ago
Merge from main
8 Years Ago
RigidbodyLOD sets detectCollisions and isKinematic
8 Years Ago
Limited physics.steps
8 Years Ago
Bundle build tweaks
8 Years Ago
Valve fixed skin issue, this is a proper fix
8 Years Ago
Corpses use default physics parameters Strip ceiling light rigidbodies and joints from server
8 Years Ago
Added occluder to wall frame to avoid gaps Added occluder to hinged door, double hinged door and high external walls
8 Years Ago
Fix
8 Years Ago
Harbor_2 overgrowth dressing backup
8 Years Ago
Fixed errors on maps without terrain when placing beartrap Added sky to TestPlane When using GameSetup player spawns without having to wake
8 Years Ago
Reverted physics parameters to values from December (fixes physics crash on server startup... kinda)
8 Years Ago
Console system cleanup
8 Years Ago
Fixed community and resource deposit entities being created on every server load (even if they already exist)
8 Years Ago
Added editor save file converter to make save files human readable (only contains very basic info for now)
8 Years Ago
Harbor_1 overgrowth dressing end
8 Years Ago
Fixed some weapons culling too early when thrown
8 Years Ago
Harbor_1 overgrowth dressing backup
8 Years Ago
Fixed NREs Updated Manifest Phrases
8 Years Ago
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8 Years Ago
Add a touch more reverb tail and high end on distant gunshots
8 Years Ago
Added occluders to relevant building core prefabs
8 Years Ago
fixed water barrel particle effects
8 Years Ago
Fixed a bunch of culling bugs for both player and npc + small optimizations Added frequency controlled culling bounds refresh Added playercull style minimum cull distance, sleeper dist, etc Now disabling child animators as well
8 Years Ago
plants properly restore their age on load plant hydration-color reworked fixed stacking bug with harvesting
8 Years Ago
Added editor.select command Renamed entity.create to entity.spawn Entity.spawn can take partial name, will complain if partial could be more than one entity Entity.spawn spawns where player is looking, rather than inside player's face Ai.WantsToAttack returns 0-1 to allow better weighting
8 Years Ago
some more work - airfield
8 Years Ago
Airfield overgrowth dressing end Runway models remeshed for vertex painting - painted and exported runway to .assets
8 Years Ago
Ai considers water depth when idle wandering
8 Years Ago
Real temporary skin fix this time
8 Years Ago
Scene 2 Prefab
8 Years Ago
5.6.0b5
8 Years Ago
Airfield overgrowth dressing backup
8 Years Ago
Back to temporary fix for skins not working
8 Years Ago
New recycler sounds Distant gunshot polish Explosion polish (mostly distant) Misc minor sound fixes and polish
8 Years Ago
reduced cost of bone knife
8 Years Ago
merge into main
8 Years Ago
quartered arrow crafting time halved bolt/ak/sar/smg/sap/thompson crafting time lowered beartrap crafting time lowered autoturret crafting time F1 grenade is mainly antipersonnel now, barely any construction damage F1 grenade much cheaper and doesn't require a spring F1 grenade quicker throw time/snappier feeling
8 Years Ago
slightly nerfed meat food items buffed corn/pumpkin food yield visual plant hydration via tinting reworked plant water yield - needs x mls over y time to produce z yield multiplier reworked clone yield - always 2, extras from healthy (hydrated) plants