reporust_rebootcancel

126,863 Commits over 4,109 Days - 1.29cph!

25 Days Ago
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests
25 Days Ago
Add: new Projectile vs world base entity tests Tests: ran the unit tests
25 Days Ago
merge from party_system -> main
25 Days Ago
Add leave party button
25 Days Ago
fix missing shader input on scene load
25 Days Ago
merge from party_system -> main
25 Days Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
25 Days Ago
shadow map cheapification
25 Days Ago
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
25 Days Ago
merge from indirect_instancing
25 Days Ago
Some .FBX.meta I didn't catch because they were uppercase
25 Days Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
25 Days Ago
Subtract all .mat changes to investigate artifacting issues
25 Days Ago
Subtract all .fbx.meta changes to investigate artifacting issues
25 Days Ago
Merge from parent
25 Days Ago
Merge from m ain
25 Days Ago
Merge from placement_improvements
25 Days Ago
Deployables can now be deployed on boats at sea
25 Days Ago
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25 Days Ago
Construction setup. Block fixes.
25 Days Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
25 Days Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
25 Days Ago
Fix peripheral vision being too strong in combat
25 Days Ago
Reduce scientist health
25 Days Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
25 Days Ago
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
25 Days Ago
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
25 Days Ago
use soft mask instead of uigradient because its poopie
25 Days Ago
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
25 Days Ago
Linking Graffiti pack and video on medieval
25 Days Ago
Nicer fade ramp on store items
25 Days Ago
Change overlay base to use new sliced downwards gradient
25 Days Ago
More store views
25 Days Ago
trying out lerp transition again
25 Days Ago
Merge: from main
25 Days Ago
Increase reaction time, reduce damage, simplify accuracy formula
25 Days Ago
Prevent sun banding at twilight.
25 Days Ago
Have scientists always be surprised when first hearing or being hurt by a player
25 Days Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
25 Days Ago
configurable horizon buffer
25 Days Ago
Fix scientists being able to shoot through solid colliders when hearing the player
25 Days Ago
trawler ship hull material vcol blends progress, more uving
25 Days Ago
Even more store work
25 Days Ago
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25 Days Ago
25 Days Ago
performance tuning, cleanup
25 Days Ago
snap_deployables -> main
25 Days Ago
Compile fix
25 Days Ago
Allow rotating with R when wall snapping
25 Days Ago
Cleanup