reporust_rebootcancel

108,612 Commits over 3,867 Days - 1.17cph!

4 Years Ago
Add card deck with transparent backgrounds
4 Years Ago
Removed non-spawning roadsigns from the autospawn folder
4 Years Ago
skin approval
4 Years Ago
Refactored a bunch of start/stop AI design functionality. Server now tracks the designing entity too, clears it on disconnect.
4 Years Ago
Further ice sheet improvements
4 Years Ago
merge from main
4 Years Ago
code cleanup
4 Years Ago
large warehouse shadow proxy tweaks
4 Years Ago
even better powerplant road connection
4 Years Ago
one more roadside junkpile fix
4 Years Ago
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4 Years Ago
More restrictive placement for the roadside car wrecks (this doesn't fix spawning on top of each other)
4 Years Ago
moved all tunnel entrances within monuments to be in the correct range for vertical movement
4 Years Ago
scene2prefab
4 Years Ago
SoloSub update updated mesh and lods - separated windows for their own transparent material resized textures added gibs and completed collision meshes
4 Years Ago
small warehouse shadow proxy tweaks
4 Years Ago
various roadside junkpiles fixes
4 Years Ago
Removed some debug logging from AiLocationSpawner
4 Years Ago
fixed gap in sewers_shrink block mesh
4 Years Ago
client compile fix
4 Years Ago
fixes for junkyard portacabins, outbuilding draw distance
4 Years Ago
Moved the CH47 patrol logic out of base patrol state.
4 Years Ago
merge from AI main
4 Years Ago
merge from main
4 Years Ago
Fixed card bone attachment. Cards now move correctly with the hands
4 Years Ago
detail colliders for the satellite dish stairs eliminated the bug dance with terrain by flattening it all the way, heightmap really isnt precise enough to cope, boosted the draw distance of the sewer blocks as a result removed the mirror like bit on the optical part of the dish fixed the road floating (see line 2)
4 Years Ago
Fixed satdish sewer entrance doors and door segment culling too soon fixed chainlink fences and brick walls distances being fucked from previous batch editing fixed static workcart ladders better road connections into powerplant fixed dredge_body prefab shadowproxy being visible reduced wind intensity on groundplants material
4 Years Ago
Minor edit to use IsValid
4 Years Ago
Code review fixes Remove generator implementation of GetEnumerator in BufferList and ListHashSet (returns boxed enumerator struct instead)
4 Years Ago
Change the placeholder cards on the viewmodel to large versions
4 Years Ago
Set playing card UI shader to match the base view model
4 Years Ago
Made a multiply shader (just a minor edit of the default UI shader) for UI sprites and applied it to the world-space cards
4 Years Ago
Add hand IK when using slot machine
4 Years Ago
WIP card world-space UI
4 Years Ago
More changes
4 Years Ago
Payout tweaks
4 Years Ago
Merge Main -> CardGames
4 Years Ago
- Rewrote the card holding view model show/hide - Refactored sending and handling the local player's cards
4 Years Ago
Merge from main
4 Years Ago
Use an RPC instead of a signal call to cancel a gesture
4 Years Ago
Various cleanup Removed input swallowing when exiting gestures, no longer needed
4 Years Ago
Merge from gib_cache (gibbing performance improvements)
4 Years Ago
Vertical offset on emitter
4 Years Ago
Add missing ViewmodelRenderer component to cards VM
4 Years Ago
Use gib local scale as the base for scale value instead of assuming it's scale is 1 (fixes some gibs with incorrectly scaled pieces)
4 Years Ago
Merge from main
4 Years Ago
L/R directional bird emitter
4 Years Ago
Merge from dbl_shotgun_zfighting
4 Years Ago
Basic hack to get the card-holding view model to show up for the local player. Will redo this properly later
4 Years Ago
Merge from main