reporust_rebootcancel

139,477 Commits over 4,505 Days - 1.29cph!

2 Years Ago
Enabled cutout on default wallpaper skin materials, so you can see the wall grade behind
2 Years Ago
Digital Clock - Moved Materials Folder. Updated prefab text position. Updated mesh.
2 Years Ago
Updated Wallpaper Viewmodel and World Model to use updated FBX Updated Wallpaper Viewmodel and World Model Material to use an opacity map Added Wallpaper Viewmodel and World Model Opacity Map
2 Years Ago
wallpaper entity updated with wallpaper wm
2 Years Ago
exported wallpaper viewmodel rig/anim set with latest wallpaper model
2 Years Ago
Update the page prefabs with branding, logo and layout masks enabled
2 Years Ago
unpacked prefabs for divesite
2 Years Ago
menu ui prefab
2 Years Ago
Small tweaks to subway texture grime, added wainscotting (still WIP)
2 Years Ago
Added green wallpaper placeholder icon Folder cleanup
2 Years Ago
World Update 2 -> Legacy Wood Pile Improvements
2 Years Ago
Tweaked doorway wallpaper socket offset so you can't deploy wallpaper from the hard side when theres no door
2 Years Ago
DoPrepare to get an id on the new divesite prefabs Cleared out divesite_a and c replicas Updated manifest Re-added to populations to ensure proc gen spawning for the new prefab paths
2 Years Ago
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
2 Years Ago
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
2 Years Ago
Updated Rust+ pairing error messages toast with the new syntax
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
merge from buildingerrors_improvements
2 Years Ago
Fixed RPC error when assigning a bag to a disconnected player who has already reached their bag limit
2 Years Ago
Only add a 0 when starting by typing 3 or more in the digital clock alarm UI so 3 -> 03:
2 Years Ago
more seaweed placement. plane lods
2 Years Ago
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns Updated canyon scenes
2 Years Ago
wip PlayerModifier limits per source type (tea/dart) and combined totals
2 Years Ago
Update: Replacing new occurances of obsolete Pool API with new Tests: built all configs
2 Years Ago
Merge: from main Also contains updated codegen binaries to conform with new API Tests: built all modes
2 Years Ago
edited dpv character animations and edited ik position for hand on its deployed prefab
2 Years Ago
switching to automatic box pruning
2 Years Ago
Have wolves react to campfires
2 Years Ago
proper limits on hitch joint
2 Years Ago
Clean: use a cast instead of new expr Also dead static removal Tests: none, trivial change
2 Years Ago
Added View Model and World Model for the Wallpaper Item Setup Wallpaper Viewmodel and World Model Material
2 Years Ago
Have EntityQuery.ProcessInSphere<T> cast to the chosen type, fix wrong time warning labels
2 Years Ago
skins update
2 Years Ago
green vintage wallpaper skin files
2 Years Ago
merge from main
2 Years Ago
Merge from jobify_ocean_sim
2 Years Ago
Added event folders to archive directory
2 Years Ago
Added new bandit camp + harbor menu background videos. Replaced some existing videos with higher quality versions. Removed old/outdated videos.
2 Years Ago
Scene improvements, testing a right hand IK controller for easier placement during editing
2 Years Ago
Moved menu video archive folder to editor assets directory
2 Years Ago
Use the diff of the pose instead of saaving the whole pose, ensures any zeroed out poses are accurate to the underlying data Added an ADS version of the rifle poses
2 Years Ago
Simplify blend to just work between two closest points, works a lot better
2 Years Ago
Fixed missing capitalisation on item name
2 Years Ago
Added a new Particle system Ik fix using a new component - ParticleSystemPostIK Instead of manually repositioning each particle in a job like the old system, this just runs Simulate in a LateUpdate after the IK pass so we preserve all the behaviour of the particle system Requires Particle Systems to have Play On Awake turned off, so this won't work for systems that need to be toggled on and off
2 Years Ago
Merge VehiclePlayerColliderFix -> main. Fixed out of sync mounted player colliders.
2 Years Ago
Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
2 Years Ago
Implemented WIP digital clock art Tweaked the deploy volumes so you can't deploy it on itself
2 Years Ago
Fixed fishing not working in the new lakes and oasis's See new LakeWaterBody prefab
2 Years Ago
merge from main