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111,383 Commits over 3,928 Days - 1.18cph!

3 Months Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
3 Months Ago
merge from military_tunnels_nvg_outfits -> main
3 Months Ago
S2P military tunnels
3 Months Ago
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs - only an appearance change: same health, loot & weapons as before
3 Months Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
3 Months Ago
Add loadout for NVG military scientist outfit
3 Months Ago
Add ability for loadouts to override only certain containers - replace the items worn without stripping all items in the inventory
3 Months Ago
Missed file
3 Months Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
3 Months Ago
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3 Months Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
3 Months Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
3 Months Ago
Added fx effects to all of the battering rams wheels
3 Months Ago
merge from fix_quarry_animator_lod -> main
3 Months Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
3 Months Ago
Updating hold types with new animations
3 Months Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
3 Months Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
3 Months Ago
Merge from fix_quarry_animator_lod -> main
3 Months Ago
S2P quarries
3 Months Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
3 Months Ago
missing TowingJointBreakDebug file
3 Months Ago
Move the graphics settings in the options menu into a standalone prefab Render TweakUIDropdown as a dropdown in the preset editor
3 Months Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
3 Months Ago
Show a colour in the Preset select editor
3 Months Ago
Added TowConfig to ballista Prevent mounting and dismount any mounted player when towed
3 Months Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
3 Months Ago
Merge from main
3 Months Ago
Merge from teleportpos_improvements
3 Months Ago
fixed negative scale on dracula cape worldmodel collider
3 Months Ago
Add a confirmation prompt when overwriting a pose
3 Months Ago
Merge from main
3 Months Ago
teleportpos now has more consistent behaviour: teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
3 Months Ago
server-only compile fix
3 Months Ago
client-only compile fixes
3 Months Ago
wip io research table
3 Months Ago
3 Months Ago
Parent merge
3 Months Ago
Prefab backup
3 Months Ago
3 Months Ago
Parent merge
3 Months Ago
LODStripper update
3 Months Ago
Parent merge
3 Months Ago
Slight renaming of button labels on PoseTools
3 Months Ago
Codegen
3 Months Ago
Merge from main
3 Months Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
3 Months Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
3 Months Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
3 Months Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.