reporust_rebootcancel

97,540 Commits over 3,653 Days - 1.11cph!

10 Years Ago
Added terrain shader splat utility method
10 Years Ago
Reorganising entity source files
10 Years Ago
neatened up foundation frame
10 Years Ago
Textures and meshes for footprints.
10 Years Ago
-added the diagonal sprinting / jogging to the player animation controller.
10 Years Ago
-new animations for sprinting diagonally.
10 Years Ago
Added Construction Frame layer Constructed foundations start as frames Added transform.Identity - to set localpos/rot to 0 Added GameObject.InstantiateChild Added GameObject.SetLayeRecursive Construct prefabs now have separate frame/finished Temporary BecomeGhost, BecomeFrame (this needs to work on server)
10 Years Ago
Added socket mods Added socket mod - SphereCheck Added Guides layer (for ghosts/deployment guides) Foundation component now can't be placed in collision
10 Years Ago
Merged changes from main branch
10 Years Ago
Commit before merge.
10 Years Ago
New terrain textures.
10 Years Ago
Coherent ui 1.8.3.2
10 Years Ago
Added Terrain socket Added Terrain layer (especially for terrain!) Masively refactored the way constructions use sockets
10 Years Ago
Builder module now uses a declared building component Debug: GiveDefaultItems puts shit on your beltbar for easier debugging Added foundation plan
10 Years Ago
Fixed orphaned server query callback causing NRE's
10 Years Ago
Fixed query NRE errors when steam isn't present Append error to stop of stack trace, so it shows properly in sentry
10 Years Ago
Coherent dlls for linux
10 Years Ago
Coherent UI update
10 Years Ago
commiting player animations for when the player is jogging diagonally
10 Years Ago
Looks like this meta file can be removed
10 Years Ago
Time of Day update to 2.0.9
10 Years Ago
prefab files for a bunch of the view models.
10 Years Ago
torch animations
10 Years Ago
Time of Day update to 2.0.8
10 Years Ago
Merge from main
10 Years Ago
Code refactoring and formating
10 Years Ago
Renamed AI test scene and added danger test
10 Years Ago
Added AIAvoidDanger behaviour
10 Years Ago
Added AIDanger component
10 Years Ago
Added danger info struct
10 Years Ago
Renamed AIObstacleAvoidance to AIAvoidObstacle
10 Years Ago
Fixed terrible performance issue
10 Years Ago
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
10 Years Ago
Tweaks to better observe server query NRE
10 Years Ago
Merge from main branch
10 Years Ago
AI test scene cleanup
10 Years Ago
Added configurable punishment value to AI obstacles
10 Years Ago
Locked down ConCommand.Index - index is built on demand Terrain quality convar Terrain quality in F2 menu Automatically add Terrain Quality to procedural terrain
10 Years Ago
Beautified AI test scene
10 Years Ago
Made AI movement less insane
10 Years Ago
Tweaked context map default parameters and decision making
10 Years Ago
Added AI waypoint follow script
10 Years Ago
Added socket base so we can have different types of socket Added area based sockets (needs work, but theory is there) Added MathExtensions.cs Construction ghost updates on frame, instead of tick (smoother) Moved construction placement code so it can be called by ghost
10 Years Ago
Fixed hatchet throwing NRE's
10 Years Ago
Tree optimizations and roots and stuff.
10 Years Ago
Fixed client NRE on disconnect
10 Years Ago
Server browser now shows map name properly
10 Years Ago
Updated viewmodels with `always animate`
10 Years Ago
removed console.log hack (HTMLMain takes care of this now) limited html spam to warnings/errors viewmodel - check that we have an animationEvent before trying to use it in holster HTMLComponent - check m_View for null before trying to use it
10 Years Ago
Error message start with hash so they show up uniquely if different but same error message