reporust_rebootcancel

124,047 Commits over 4,171 Days - 1.24cph!

4 Years Ago
Merge Main -> MLRS
4 Years Ago
Minor icon edit
4 Years Ago
compile fixes
4 Years Ago
bugfixes, longer time limits on missions
4 Years Ago
mission points
4 Years Ago
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4 Years Ago
apply mission conversation to MissionProviderOutpost A/B
4 Years Ago
Hunter conversation NREs and bugfixes new missions
4 Years Ago
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4 Years Ago
save/load bugfixes move mission saving into playerstate
4 Years Ago
Fixed dances not properly cancelling when mounting seats that don't allow gestures
4 Years Ago
Generic fabric texture sets for military tents
4 Years Ago
Military tent macro textures, mask and tent materials
4 Years Ago
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4 Years Ago
Some additional cleanup
4 Years Ago
Add additional early-exit checks to SubmarineOverlay, including one for when in debugcamera mode
4 Years Ago
Revert the revert of 64459. Doesn't seem like the Screenshot Camera changes were the real issue
4 Years Ago
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4 Years Ago
Don't accept change tab input (tab) on developer tools if the developer tools aren't open
4 Years Ago
Added font auto sizing to item description in crafting menu
4 Years Ago
Merge from main
4 Years Ago
optional autocomplete objective optional progression of objective if inactive
4 Years Ago
double vision is now double vision
4 Years Ago
More work on water clipping plane.
4 Years Ago
Terrain work around new western twin lakes
4 Years Ago
Precalculate map for WorldPositionGenerators listed in the MissionManifest Auto calculate map for WorldPositionGenerators that haven't been calculated yet Allow using WorldPositionGenerators as a position type in missions
4 Years Ago
update ddraw for worldpositiongenerator
4 Years Ago
checks for mission repeatable on fail/success show mission time remaining on HUD always fail mission upon death
4 Years Ago
Fixed bottom underwater lab end caps facing the wrong way
4 Years Ago
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4 Years Ago
mission accept, succeed, fail & objective complete sounds
4 Years Ago
treasure mission
4 Years Ago
improvements
4 Years Ago
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4 Years Ago
merge from missions
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Fixed a couple of issues with the underwater effect convar
4 Years Ago
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4 Years Ago
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4 Years Ago
Camper gibs setup Overhauled how we gib conditional objects inside of prefabs: Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed. Updated conditional refresh editor button to turn on this new bool for vehicle modules. Added new SpawnConditionalGibs helper extension to easily use this behaviour when required. Updated both Ice walls, easter egg projectile and candy projectile with new system