reporust_rebootcancel

153,752 Commits over 4,536 Days - 1.41cph!

2 Years Ago
Merge radioactive_water -> world_update_2
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Added --main container too
2 Years Ago
Merge: from main Tests: built all modes in editor
2 Years Ago
Update: document and test StringView.IndexOf Tests: ran the new unit tests
2 Years Ago
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2 Years Ago
Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
2 Years Ago
Streamline wolf interruption behaviour, assign target upon hearing noise
2 Years Ago
Polish and budget NPC hearing, reduce charge range
2 Years Ago
Radtown no build increased Dropzone position change S2P
2 Years Ago
softened canyon_a pinch
2 Years Ago
removed hurt volume from the frontier gate
2 Years Ago
fixed offsets in the frontier gate prefab setup renderer lod on the frontier wall variants
2 Years Ago
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
2 Years Ago
Applied new changes to ak for testing
2 Years Ago
Exposed support for IK hint on left hand
2 Years Ago
Simplified editing process, eliminated a few button presses
2 Years Ago
Military tunnels S2P
2 Years Ago
Arctic base S2P
2 Years Ago
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius. Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
2 Years Ago
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.
2 Years Ago
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
2 Years Ago
More robust code for RefreshLockState
2 Years Ago
Hopefully fixed modular car code lock showing green light instead of the intended red after moving out of network range and back
2 Years Ago
Update model components, disable deprecated stuff
2 Years Ago
Updated aim data
2 Years Ago
Fix conflicting right hand aim
2 Years Ago
Added wallpaper pack icon
2 Years Ago
lods and collision for frontier walls
2 Years Ago
Fixed deployables being placeable on the digital clock
2 Years Ago
Changed GCO category to Weapons
2 Years Ago
merge from main
2 Years Ago
Added convar for opening directory folders (only works locally) Can be used to setup binds to quickly open screenshots/demos/maps etc
2 Years Ago
More null checks in WallpaperPlanner.OnFrame
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Improved terrain blending in areas where rivers flow into the ocean Added GenerateOceanTopology to refresh ocean topology after all monuments have been placed (fixes missing water near harbors / ferry terminal)
2 Years Ago
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2 Years Ago
Improve fidelity of wolf consecutive attacks when the player keeps walking backwards, or is standing still
2 Years Ago
Merge: from main Tests: built all modes in editor
2 Years Ago
Update: RCon test page now accepts custom endpoint Think at this point it's good enough, so I'll stop here Tests: tested with connecting to local host
2 Years Ago
Make wolves react to lit torch swings and projectiles landing near them
2 Years Ago
Update: RCon test page now follows log coloring output - Parses color tags that we receive in the stream - Recolored background to follow unity's style (since we sometimes send white colored logs) Tests: connected to session with high debug level with colored output
2 Years Ago
Update: RCon page displays Logs - Logs the pages connection flow, rcon commands and the feed from the server - Log scroll sticks to bottom Tests: ran with local session
2 Years Ago
Scene setup for ziggurat