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129,253 Commits over 4,232 Days - 1.27cph!

1 Hour Ago
More NRE fixes - lods were swapping before seat ref was established
1 Hour Ago
1 Hour Ago
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
1 Hour Ago
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
Today
Hat light improvements and optimizations.
Today
Birthday cake candle flame always points up and reacts to movement. The game is good now.
Yesterday
Comments and cleanup
Yesterday
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent
Yesterday
Support custom colours for balloon particle pop FX
Yesterday
Paintball Gun - Viewmodel, ammo model, bake
Yesterday
balloon pack steam item and hooked up item definitions to unlock
Yesterday
turret_head_animations -> naval_update
Yesterday
Another compile fix
Yesterday
Fixed compile errors
Yesterday
removed anim events sfx from m4 shotgun idle anim
Yesterday
turret_head_animations -> naval_update
Yesterday
Stop the reload animations of a turret if you hop off
Yesterday
3p smg anims updated with corect spine position
Yesterday
Fix some issues with my one shot cancellation
Yesterday
Stop current player one shot if mounting or dismounting
Yesterday
Made front turret way smoother to look around with
Yesterday
3p boat steering tests - added Steering_Boat mountpose enum - added placeholder player sitting pose - added steering anim to player animator - set steering deployable to use pose, updated mount position
Yesterday
Rear turret eye adjustment to remove clipping
Yesterday
3p bolt rifle anims updated so finger does not clip through the gun
Yesterday
set up wind stings and general improvements on the ambience volumes and triggerers
Yesterday
naval_update -> turret_head_animations
Yesterday
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
Yesterday
Added multi-line support for balloon text editing
Yesterday
moved some vertex processing into multi-threaded generation
Yesterday
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
Yesterday
export spas shotgun anims with correct spine position
Yesterday
IO line are switched to LOD dynamic when their IO ent is parented to something
Yesterday
More IO prefabs deployable on Large Vehicle layer
Yesterday
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2 Days Ago
set up birthday hat to be skinnable of candle hat
2 Days Ago
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
2 Days Ago
added gib material with emit disabled
2 Days Ago
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating
2 Days Ago
Update: when running sleeping-/usersinrange, prefer to query from spectating target position Tests: used the commands while spectating
2 Days Ago
multi_drop_nre_fix -> main
2 Days Ago
merge from main
2 Days Ago
add printouts
2 Days Ago
added matrix lods, gibs, material adjusted and updated prefab
2 Days Ago
Medical syringe animation polish pass
2 Days Ago
Hat texture size pass. Flame replacement (still wonky atm in this commit)
2 Days Ago
Merge: from spectate_command_fix - Bugfix for spectate doing nothing when spectating far-away player - Bugfix for error on respawn after spectate if previously didn't have a spectate target Tests: used spectate out of network range 10 times in a row, used keybind to spectate twice in a row - no issues
2 Days Ago
Bugfix: Spectating - when no valid spectator found when starting to spectate, ensure we still set the right SubStrategy - If no spectate targets were found, chat message now contains the used filter Could easily happen for people using keybinds, as keybind sends "spectate True" Tests: using keybind, spectated other player twice in a row - no more errors
2 Days Ago
Bugfix: Spectating - ensure Spectating flag always gets sent to the owner Fallout from the queue skipping optimization Tests: Went outside of network range, waited for subscription to unsub and and started spectating on a 2p server. Did it 10 times - no failures
2 Days Ago
All neon signs deployable on the vehicle large layer
2 Days Ago
More IO prefabs deployable on the large vehicle layer