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134,574 Commits over 4,444 Days - 1.26cph!

1 Year Ago
Fixed safe zone spawn mission not working in primitive GameModeSpawnGroup will now accept the tag 'vanilla' which will pass if no game mode is loaded Added RequiredGameModeTags to BaseMission, also accepts 'vanilla'
1 Year Ago
More comments and minor code changes
1 Year Ago
Try and calculate a rotation which is similar to the original placement rotation (but snapped to the wall) So for example: a box rotated perpendicular to the wall should stay perpendicular even once snapped
1 Year Ago
snap_deployables -> main
1 Year Ago
More minor adjustments with placement code
1 Year Ago
Fix items like planters and furnaces from not snapping
1 Year Ago
Don't bother with any padding, the calculations seem to be perfect
1 Year Ago
Can't static the directions array, use a pooled list instead
1 Year Ago
add some per-weather+per-biome fog mults
1 Year Ago
fix override/live edit weather not respecting cloud configs
1 Year Ago
Reduce noise made by melee and bow
1 Year Ago
Various consistency tweaks.
1 Year Ago
Meta for the RPC source generator too since it accidentally committed in 124029
1 Year Ago
Remove unnecessary things related to SyncVars source generator
1 Year Ago
Overcast profile RC
1 Year Ago
Clean up reaction time visualization code
1 Year Ago
Fix shooting scientists not making them aware after reaction time rework
1 Year Ago
Fix bow projectiles not making noise (regression)
1 Year Ago
- Fix hearing not working after reaction time rework - Make noise events readonly structs, they didn't really need to be classes and need all the pooling - Only simulate sighting once per noise
1 Year Ago
Fix hearing and being hit boosting scientist accuracy too fast
1 Year Ago
merge from party_system -> main
1 Year Ago
Add `party_invites_enabled` convar to disable receiving party invites
1 Year Ago
Fix party invites not hiding names in streamer mode
1 Year Ago
Clean: minor comment fix Tests: none, trivial change
1 Year 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
1 Year Ago
Add: new Projectile vs world base entity tests Tests: ran the unit tests
1 Year Ago
merge from party_system -> main
1 Year Ago
Add leave party button
1 Year Ago
fix missing shader input on scene load
1 Year Ago
merge from party_system -> main
1 Year Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
1 Year Ago
shadow map cheapification
1 Year 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
1 Year Ago
Some .FBX.meta I didn't catch because they were uppercase
1 Year Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
1 Year Ago
Subtract all .mat changes to investigate artifacting issues
1 Year Ago
Subtract all .fbx.meta changes to investigate artifacting issues
1 Year Ago
Merge from parent
1 Year Ago
Merge from m ain
1 Year Ago
Deployables can now be deployed on boats at sea
1 Year Ago
Merge from placement_improvements
1 Year Ago
Construction setup. Block fixes.
1 Year Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
1 Year Ago
Fix peripheral vision being too strong in combat
1 Year Ago
Reduce scientist health
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
use soft mask instead of uigradient because its poopie
1 Year 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