reporust_rebootcancel

127,449 Commits over 4,201 Days - 1.26cph!

22 Days Ago
meta_shift -> main
22 Days Ago
All Catapult ammo fires further (SO GOOD) catapult now reloads 3 seconds faster (WOW!) catapult crafting reduced by 1 gear and 1 rope battering ram sheet metal cost reduced by 2 (DAMN YOU GOT TO USE IT NOW) Balista reduced by 1 gear Propane explosive bomb deployed and thrown damage increase, slightly (USE ME) Bee bomb reduced by 1 bee grenade ballista.bolt.incendiary low grade fuel reduced by 10 Pitchfork bolt reduced by 100 wood
22 Days Ago
merge from charity_plushies
22 Days Ago
merge from main
22 Days Ago
merge from main
22 Days Ago
mat tweaks
22 Days Ago
shaders in bundle
22 Days Ago
hook into construction guides, configurable backface blend, neutral material
22 Days Ago
Play recoil anim on the mounted player model, push up missing protobuf files
22 Days Ago
Clear one shot layer once the clip is done playing, add a full body mask.
22 Days Ago
Sync mounted player references to clients
22 Days Ago
Mannequin visibility
22 Days Ago
Swap mannequin models
22 Days Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
22 Days Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
22 Days Ago
Backup 2
22 Days Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
22 Days Ago
spacing out light sources more evenly on floating walkways prefabs
22 Days Ago
bird crap pass
22 Days Ago
merge from modding_custom_vitals -> main
22 Days Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
22 Days Ago
Display "crafting quality" stat for consumables in description
22 Days Ago
supply barge signs added
22 Days Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
22 Days Ago
Adding boatBuilding station rig
22 Days Ago
Update: reimplementation of UI dynamic bundle Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable. Tests: built standalone and took snapshots
22 Days Ago
merge from detailed_inventory_error_messages -> main
22 Days Ago
Codegen
22 Days Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
22 Days Ago
Implement code review feedback
22 Days Ago
Cherrypick hackweek custom_vitals branch
22 Days Ago
merge from fix_max_hp_tea -> main
22 Days Ago
Fix client showing 100 HP when using max hp tea
22 Days Ago
merge from analytics_puzzle_reset -> main
22 Days Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
22 Days Ago
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22 Days Ago
merge ghostship_npcs to naval_update
22 Days Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
22 Days Ago
Setup enemy spawners for all ghost ship variants
22 Days Ago
Merge from main
22 Days Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
22 Days Ago
Merging /main to /main/fpbuild
22 Days Ago
Added new livestock mesh and textures. created new material for newest livestock.
22 Days Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
22 Days Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets