reporust_rebootcancel

110,878 Commits over 3,897 Days - 1.19cph!

27 Days Ago
Adjusted duration between unloaded <-> loaded in crossbow viewmodel to possibly fix the 0.25s delay before firing when a reload on the server takes longer than the client Affects crossbow and speargun vms
27 Days Ago
added temp material values that I think make the ice look better - changes and request written up on task comments
27 Days Ago
Fixed the double reload bug for all weapons in BaseProjectile Store a new reload cooldown that is 50% longer than the normal cooldown, cancel it when the client receives the reload (the local ammo changes) Only need to store this new cooldown in case we don't receive a response from the server because the reload was rejected, in that case the regular reload functionality will start working after a few seconds
27 Days Ago
merge from main
27 Days Ago
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27 Days Ago
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27 Days Ago
fixed colliders on sculpture that were blocking some placement and block upgrades
27 Days Ago
Pool for menu options
27 Days Ago
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
27 Days Ago
Fix compile error in none.
27 Days Ago
Remove some randomly added Usings
27 Days Ago
Remove redundant check
27 Days Ago
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
27 Days Ago
Additional checks
27 Days Ago
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27 Days Ago
Ice shader tessellation with phong and bezier smoothing options
27 Days Ago
Merge from main (keeping main changes to external wall prefabs)
27 Days Ago
Don't show on default 5.56
27 Days Ago
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
27 Days Ago
Merge from oxygen_qol_tweaks
27 Days Ago
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory Fixed some rounding issues when using dive tanks after the last commit
27 Days Ago
Increase depth required to start losing oxygen to 1 (fully submerged) Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
27 Days Ago
Merge from main
27 Days Ago
Merge from launcher reload bug
27 Days Ago
Print reload time option now recommends a reload time based on a 0.34ms buffer Updated both rocket launchers again
27 Days Ago
Merge from modding_prefabs
27 Days Ago
Added new greybox scene containing all cube prefabs (for testing)
27 Days Ago
Backlog of unsaved mapping/modding prefabs: - More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster - Cold and heat volume variants (low, med, high) - Toxic/radiation water cube + cylinder prefabs - Admin spawnable invisible 3x3 cube + wall - Static fire prefabs (looping) - Static xmas light string prefab - Static spraycan decals - Birthday cake prefabs - Invisible static PressButton
27 Days Ago
Merge from main
27 Days Ago
forgot a file
27 Days Ago
move clouds to branch off main - clouds can cast approximate shadows on world - add exposure/contrast parameters - add dedicated configuration for coverage worley - adjust atmospheric haze mie scattering
27 Days Ago
Setup default text
27 Days Ago
- Got recent transactions displaying - Fixed index
27 Days Ago
main -> vendingmachine_transaction_history
27 Days Ago
radiation_cube_support -> main
27 Days Ago
Removed logs
27 Days Ago
- Code cleanup - Minor bugfixes - Reserialised sprinkler
27 Days Ago
Female skinset setup
27 Days Ago
merge from main -> aux3
27 Days Ago
Subtract merge from broken queue_improvements branch
27 Days Ago
Cherrypick menu loading screen change
27 Days Ago
Cherrypick code changes from queue_improvements onto new branch
27 Days Ago
player preview fixes
27 Days Ago
merge from queue_improvements -> aux3
27 Days Ago
Fix compile error by adding missing namespace
27 Days Ago
Delete .private files
27 Days Ago
Undo the subtract
27 Days Ago
Update: change indent_style to 4 spaces Tests: regenerated projects and tabbed a couple times - it's spaces
27 Days Ago
Update: PerfFwkManager can switch scenes - Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines) - renamed PerfFwk.IsReady to IsDone Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet