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108,594 Commits over 3,867 Days - 1.17cph!

4 Years Ago
Merge from signage branch
4 Years Ago
unused materials delete
4 Years Ago
Entrance - Added alpha carving to the vent conduit - Expanded the entrance model padding to cover the alpha carve spread in some scenarios - Some splat plainting work and added a new terrain blend map - Fixed LOD3 material not displaying textures Made ladder volume inside vent less awkward
4 Years Ago
Added military tunnel test scene, some initial debugging to help figure out what's going on.
4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed world not properly spawning on first connect
4 Years Ago
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4 Years Ago
Slot machine effects, light tweaks & texture optimizations
4 Years Ago
Merge from main/Workcart
4 Years Ago
Offset decals to combat decal flickering
4 Years Ago
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
4 Years Ago
Merge from main/Workcart
4 Years Ago
Committing everything that changed from a game manifest update (build times)
4 Years Ago
WIP rendering tunnels on the map
4 Years Ago
Disable server side gameobject enabling/disabling every frame on hot air balloons Refactor floating junkpiles to not run buoyancy if no players are nearby (player check is run in object queue so should scale appropriately) Remove some allocations in ObjectWorkQueue
4 Years Ago
Work cart now only gibs if destroyed with explosives (or anti-vehicle). If destroyed any other way, it enters a transitional corpse mode similar to boats or modular cars. The driver is NOT dismounted, but the engine shuts down and cannot be restarted, and if they dismount they cannot re-mount. Dashboard monitor shows SYSTEM ERROR in red.
4 Years Ago
Remove gibbable component (static elevator lift is immortal) Cleaned up some colliders and fixed physics surface
4 Years Ago
Fixed jittering when travelling down in the static elevator
4 Years Ago
Distance checks are equal
4 Years Ago
Disabling buoyancy for objects that are not in range of a player
4 Years Ago
Enable read/write on Workcart gibs
4 Years Ago
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
4 Years Ago
Minor refactor
4 Years Ago
Workcart spawn changes: - Don't snap to track based on collision with it; look in a sphere near the wheels instead - Snap reliably to the exact track position the train is sitting on - Look for track on initial spawn only. If we're derailed, we're not getting back on
4 Years Ago
Updated cinematic controller to include additional generic animations
4 Years Ago
WIP for pushing against a static barricade to damage it. Will come back to finish this later
4 Years Ago
Remove a redundant IsInvoking check
4 Years Ago
Compile fix
4 Years Ago
Train barricades now allow specifying a minimum velocity that'll destroy the barricade. Below that, they'll just stop the train. Revert my TriggerBase change from earlier.
4 Years Ago
Material name fix
4 Years Ago
Merge Main -> Workcart
4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
4 Years Ago
Merge Workcart -> Experimental
4 Years Ago
Update work cart parenting volume coverage
4 Years Ago
Train tunnel corridors and stairwells final models /LODs/Colliders/Prefabs S2P tunnel entrance scene
4 Years Ago
Train track barricade mesh / collider and gibs
4 Years Ago
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4 Years Ago
temp workcart spawns
4 Years Ago
Merge from main/Workcart
4 Years Ago
fixed tunnel colliders not having read/write set updated tunneldweller weapons fixed issue with NPCs using semi automatic weapons sometimes double-firing NPCs set their obstacle avoidance priority based on velocity (slower moving NPCs now get out of the way of fast ones)
4 Years Ago
Stop horse from marking transform changed every frame on server. No longer necessary to use this to improve client interpolation as it's handled in BaseEntity.Server now.
4 Years Ago
updated dwelling bounds, use proper scale for GenericSpawnPoint gizmos
4 Years Ago
merge from attack range multiplier changes
4 Years Ago
merge from flame_turret_opt
4 Years Ago
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4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed gas mask itemid
4 Years Ago
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
4 Years Ago
Excavator test scene