reporust_rebootcancel

129,084 Commits over 4,232 Days - 1.27cph!

1 Year Ago
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active Log cleanup
1 Year Ago
Tea items
1 Year Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
1 Year Ago
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
1 Year Ago
Bugfix: TreeToolRenderer can render on editor start - Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes Tests: closed editor and reopened, trees started to render
1 Year Ago
Merge from main
1 Year Ago
Merge: from main Tests: none (trivial merge)
1 Year Ago
Merge from corrupt_prefab_handling
1 Year Ago
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly Takes about 5s to scan whole project Catches kayak issue from earlier in the week and another UI prefab issue
1 Year Ago
reduced wind shader values on GhostSheet material
1 Year Ago
Added warming and cooling player modifiers, separately so that they can be combined. Added phrases. Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
1 Year Ago
Merge from main
1 Year Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
1 Year Ago
Disable deployed cameras from being disabled while shot
1 Year Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
1 Year Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
1 Year Ago
Merge from brzone-blending -> main
1 Year Ago
Prefab application & fixes.
1 Year Ago
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
1 Year Ago
Battering ram client steering, brake and throttle client inputs Engine audio baseline
1 Year Ago
Merge from copypaste -> main
1 Year Ago
Fix compile errors
1 Year Ago
add cinematic tool to unify layers of renderables near a light source allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
1 Year Ago
Finalized & prefabbed wall mediums and large.
1 Year Ago
Add ability to snap pasted entities to the terrain - will search based on foundations only - snap entire build to single height even if it overhangs the ledge - convar is `paste_snap_terrain` - can use `paste_height_offset` to control height offset after paste Add more filters - `paste_deployables` - `paste_building_only` (only building blocks) - `paste_foundations_only` Add `copybuilding` - will copy every building block & decay entity of the base you are looking at - won't copy non-decay entities
1 Year Ago
Battering ram attack interaction moved to a world button
1 Year Ago
exported edited viewmodel metal shield animations
1 Year Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
1 Year Ago
Update: TreeToolRenderer tracks everything via a dictionary instead of a list - Also track trees that are roots of scene(helps with domain reloads) This'll avoid stutters in large monuments with a lot of pre-placed trees. Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
1 Year Ago
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
1 Year Ago
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes Tests: opened craggy, add a tree and tried to change prefab - nothing happened.
1 Year Ago
Restored battering ram animations Moved the existing models into a placeholder folder
1 Year Ago
exported edited 3p shield idle pose anim
1 Year Ago
Restored battering ram model position
1 Year Ago
Update: TreeToolRenderer can visualize newly created trees - Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
1 Year Ago
Ballista reloading fixes and cleanup
1 Year Ago
player animator update plus idle pose
1 Year Ago
Snakes now slowly turn to face in-range players. Client-only visual triggers, notifications and optimisations.
1 Year Ago
updated holster position for metal shield
1 Year Ago
Added a very first pass of door controller tests using copypaste to load pre-built circuits
1 Year Ago
voice_chat_cctv -> main
1 Year Ago
▋▋▄▌ ▄▍███▋▋▋▉▊██▇█▋▅ ▋▋█▇▌▍▅▉. ▍▇▍▄ ▆▊▍▅▌▋▆▍ ▆▅▊▊▅█▌.▊▊▄▆ ▅▅▍▅▄ ▇▋▍▅ ▌▍ █▅▌▋█▌▋▆ ▉▉▅▌ ▍▉▄▋▅█ ▄▉▍ ▍▄▌▌▇▉▌▌ ▄▌▅▅▇ ▋▉ ▌▇▍ ▍▌▇█▊▍
1 Year Ago
Add `downloadpaste <url> <name>` command - default to using the filename in the url - can override name if it is going to overwrite the paste Add `renamepaste <old> <new>` and `deletepaste <name>` commands - allows you to rename pastes after you download or want to reorganize - can delete if needed too Add `upgrade_looking` and `skin_looking` commands - same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you - easier way to upgrades in front of you - will only search directly attached building blocks, won't handle external TCs - add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
1 Year Ago
Update: TreeToolRenderer can track modifications to existing trees - replaces previously half-working OnToolGUI Tests: on swamp_a, modified tree's prefab - saw visuals change
1 Year Ago
file naming and organising
1 Year Ago
Rock - Override controller updated to use v3 anims
1 Year Ago
Clean: remove unnecessary event callback for TreeToolRenderer Tests: reopened swamp_a
1 Year Ago
assigned shield 3p anims on player animation controller and edited metal shield position in its entity
1 Year Ago
Bugfix: Restoring kayak to version from 105500 It got missmerged into nothing(empty prefab), even though it should've automerged Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.
1 Year Ago
Update: TreeToolRenderer only runs on prefab scenes Tests: loaded up swamp_a - trees were visible.