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110,902 Commits over 3,928 Days - 1.18cph!

32 Days Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
32 Days Ago
vendor_stats_fixes -> main
32 Days Ago
Fixed a bunch of issues with single entry placement after changing scaling
32 Days Ago
- Ensured everything is in local time - Setup methods to process into 12 hour time
32 Days Ago
Fixed terrible scaling on stats menu
32 Days Ago
Added 12 and 24 hours options to timescale
32 Days Ago
Add bark and footstep audio to new jump anim
32 Days Ago
siege tower ladders lod and x form fixes. wheels added to guide mesh
32 Days Ago
merge from main
32 Days Ago
Reduced car radio to T1 workbench and crafting time to 15 seconds.
32 Days Ago
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
32 Days Ago
Merge from main
32 Days Ago
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
33 Days Ago
Stripped out the initial towing test code
33 Days Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
33 Days Ago
Horses dung system Fixed dungTimeScale convar not scaling dung production Disabled air time temp ragdoll for now
33 Days Ago
Implement wolf headress effect on wolves
33 Days Ago
Code gen
33 Days Ago
shield 3rd person attack anim split into 3 parts
33 Days Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
33 Days Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
33 Days Ago
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
33 Days Ago
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
33 Days Ago
tweaked emissive slightly to be less blown out
33 Days Ago
set base emission to off on christmas lights
33 Days Ago
Missed Medieval Barricade Texture Files
33 Days Ago
Updated Medieval Barricade Textures and Materials Updated Medieval Barricade Model to fix normal errors
33 Days Ago
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
33 Days Ago
Merge from main
33 Days Ago
Merge: from main Tests: none, trivial merge
33 Days Ago
Merge from simple_upgrade
33 Days Ago
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33 Days Ago
merge ice_sculpture->main (server compile fix)
33 Days Ago
server compile fix
33 Days Ago
Merge from ai_wolf_iteration
33 Days Ago
merge ice_sculptures->main
33 Days Ago
merge from main
33 Days Ago
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
33 Days Ago
Manifest - restore water_treatment_plant_1, stomped in 108847
33 Days Ago
merge from store_renderer_fixes
33 Days Ago
merge from standard_shader_improvements
33 Days Ago
merge from t1ejectionfix
33 Days Ago
Added "StripFromStorePreview" tag, will delete any gameobjects that are loaded in the store preview Fixed snow machine throwing an NRE and not rendering properly
33 Days Ago
Merge from simple_upgrade
33 Days Ago
Merge from modding_prefabs
33 Days Ago
Fixed rotation for invis admin wall
33 Days Ago
Added two missing/unsaved tiled cube prefabs: brick_07 + glass_08
33 Days Ago
Merge from main
33 Days Ago
Merge from main
33 Days Ago
Possibly fix MainCamera NRE when entering/exiting game