reporust_rebootcancel

125,336 Commits over 4,079 Days - 1.28cph!

6 Days Ago
use soft mask instead of uigradient because its poopie
6 Days Ago
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
6 Days Ago
Linking Graffiti pack and video on medieval
6 Days Ago
Nicer fade ramp on store items
6 Days Ago
Change overlay base to use new sliced downwards gradient
6 Days Ago
More store views
6 Days Ago
trying out lerp transition again
6 Days Ago
Merge: from main
6 Days Ago
Increase reaction time, reduce damage, simplify accuracy formula
6 Days Ago
Prevent sun banding at twilight.
6 Days Ago
Have scientists always be surprised when first hearing or being hurt by a player
6 Days Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
6 Days Ago
configurable horizon buffer
6 Days Ago
Fix scientists being able to shoot through solid colliders when hearing the player
6 Days Ago
trawler ship hull material vcol blends progress, more uving
6 Days Ago
Even more store work
6 Days Ago
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6 Days Ago
6 Days Ago
performance tuning, cleanup
6 Days Ago
snap_deployables -> main
6 Days Ago
Compile fix
6 Days Ago
Allow rotating with R when wall snapping
6 Days Ago
Cleanup
6 Days Ago
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
6 Days Ago
don't use sort jobs
6 Days Ago
don't use sort jobs
6 Days Ago
Quick and dirty voicelines first pass
6 Days Ago
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
6 Days Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
6 Days Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
6 Days Ago
Lots of store views
6 Days Ago
Added DotRush config to ignore.conf
6 Days Ago
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
6 Days Ago
merge from indirect_instancing
6 Days Ago
fix server build
6 Days Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
6 Days Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
6 Days Ago
edited m15 pistol admire animation so it sits in the hand nicely
7 Days Ago
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard
7 Days Ago
Revert ProjectSettings.asset
7 Days Ago
Revert ProjectSettings.asset
7 Days Ago
merge from erosion
7 Days Ago
Prepare scientist TTS hooks (for prototyping only)
7 Days Ago
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7 Days Ago
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7 Days Ago
improved m15 pistol admire animation
7 Days Ago
strip light ceiling gibs
7 Days Ago
noise compression, reduce mip distance
7 Days Ago
Add TTS for prototyping
7 Days Ago
merge from main