reporust_rebootcancel

125,318 Commits over 4,079 Days - 1.28cph!

3 Days Ago
Revert prefab changes
3 Days Ago
Revert package changes
3 Days Ago
Revert platform changes
3 Days Ago
Merge from manual_anchor
3 Days Ago
Revert changes to shader includes
3 Days Ago
Reverted changes to supported shaders
3 Days Ago
Revert changes to ProjectSettings
3 Days Ago
More work on railings and stairs for floating walkways
3 Days Ago
merge from main
3 Days Ago
merge from main
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merge from main
3 Days Ago
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
3 Days Ago
fix server compile
3 Days Ago
.mat changes
3 Days Ago
some more progress on the manual anchor
3 Days Ago
New inventory crafting modal + generic modal component
3 Days Ago
redesigned inventory overlay warning + button prefabs
3 Days Ago
Remove some barks
3 Days Ago
Change push bark
3 Days Ago
Remove another bark, change push bark
3 Days Ago
Remove peek VO
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merge from main
3 Days Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
3 Days Ago
Merge from vsync_limit_fix
3 Days Ago
Connected Session new design
3 Days Ago
Remove comments
3 Days Ago
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
3 Days Ago
Update: make turret scan const a servervar - called `sentry.scantimer`, default to 1s Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
3 Days Ago
Merge: from main Tests: none, no conflicts
3 Days Ago
Bugfix: AutoTurret no longer misses players moving it's it's FOV - Done by running scans every second when not tracking any targets Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
3 Days Ago
Updated art on floating walkway railings
3 Days Ago
Better commit message: Deployables of the same type will now snap together provided they are close enough. Boxes, Shelves will now auto snap etc.
3 Days Ago
Deployables of the same type will now snap together: Eg walls will snap together
3 Days Ago
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
3 Days Ago
Bugfix: powering up auto-turret now runs a search - Simplify and clean authDirty-related code One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed. Tests: powered up the turret by standing in front of it - it started shooting correctly
3 Days Ago
merge from main
3 Days Ago
improved topology-based max carve height to produce a better gradient
3 Days Ago
manual anchor fbx update and some priliminary texture/material work
3 Days Ago
Huge code cleanup Introduce two modes, simple or advanced snapping behaviours
3 Days Ago
Remove some voice lines that seemed out of place
3 Days Ago
Merge from negative_source_modifiers_godmode
3 Days Ago
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players. Added Modifier.HasNegativeSoruce()
3 Days Ago
Pre-emptive reload when mag not full and target not seen for a while
3 Days Ago
tweaked wall storage deploy volumes to allow for small wood storage
3 Days Ago
add store icons
3 Days Ago
M15 Pistol - Updated item name and description
3 Days Ago
Merge from snake_los
3 Days Ago
merge from fix_roof_stability