reporust_rebootcancel

158,756 Commits over 4,566 Days - 1.45cph!

2 Years Ago
Merge from set_local_player_visible
2 Years Ago
Show the white cubes and arrows when deploying IO entities too
2 Years Ago
Merge from demo_shot_delete_fix
2 Years Ago
Fixed error when deleting a folder with demo shots inside
2 Years Ago
Hemp slightly more neon for visibility
2 Years Ago
Configure a bunch more prefabs & configure important vs unimportant ports Fix water IO ports not working
2 Years Ago
Fixed shield inputs being processed while inventory is open Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
2 Years Ago
Fixed holstered shields parenting to the spine bone with a 70m offset
2 Years Ago
Item icons
2 Years Ago
Wooden shield variant setup
2 Years Ago
Set up improvised shield prefab variants
2 Years Ago
Merge from main
2 Years Ago
TowingAttachment compile fix
2 Years Ago
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
2 Years Ago
High priority ports will show regardless of being marked as "main power"
2 Years Ago
Reposition industrial conveyor electrical ports so power in & out is on top & sensor outposts are on the bottom - did while marking direction of each port
2 Years Ago
Mark certain IO ports as higher priority, only show the important ports by default - main input, output & passthrough power considered important by default - `io_arrow_mode` convar to control behavior
2 Years Ago
Optimized the crap out of Large Furnace lighting, with close proximity placement spam in mind. No shadowcasters needed anymore and should also fix bounding box smoke flickering.
2 Years Ago
Feedback and polish on catapult and textures
2 Years Ago
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2 Years Ago
DDraw arrows in & out of IO ports when looking with a wire tool
2 Years Ago
Show IO port direction as an arrow instead of a line in the editor gizmo
2 Years Ago
Configure a direction for every IO port for every deployable IO entity
2 Years Ago
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2 Years Ago
transforms on improvised shield
2 Years Ago
Change input to jump only
2 Years Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
2 Years Ago
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2 Years Ago
Check if navmesh if ready on wolves, even if movement is currently disabled
2 Years Ago
divesite_despawn_fix -> main
2 Years Ago
Doubled divesite check radius - Still low enough to properly despawn divesites - High enough to allow swim to surface
2 Years Ago
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2 Years Ago
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2 Years Ago
Fix assert firing when wolf doesn't lock on a target because of an early out, but then tries to release the lock (harmless but prints errors) Make lock system API more intuitive and less error prone
2 Years Ago
Added Catapult Explosive Ammo Blockout Model
2 Years Ago
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins - combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
2 Years Ago
cars ticking tow attachment properly and handling detaching
2 Years Ago
adjusting layering and position of towing anchors and triggers
2 Years Ago
Reduced AO on catapult trims
2 Years Ago
Show vending machine names in the F1 UGC panel
2 Years Ago
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
2 Years Ago
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation) S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
2 Years Ago
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc) Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
2 Years Ago
Revert radtown scene to version from radtown_fixes, has more up to date fixes
2 Years Ago
Merge from radtown_monument_fixes
2 Years Ago
Added a ServerTick method to HeldEntity, called when the player is holding it Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this) Shields can now take hits from server side projectiles like auto turrets and NPC's
2 Years Ago
Added ballista seat, prefabs setup
2 Years Ago
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