reporust_rebootcancel

106,496 Commits over 3,836 Days - 1.16cph!

1 Year Ago
BaseMountable now calls ModifyCamera on it's VehicleParent (if it has one) Better camera control on parachute, lock the players eye position to it's actual model eye position
1 Year Ago
Fixed gutting fish resulting in incorrect item pickup notices if the resulting items were placed in a stack
1 Year Ago
Introduce drag gradually over a second as the parachute is deployed for a more natural look
1 Year Ago
Refactor foot ik to have less huge blocks of copy and pasted code Fix foot Ik caching a bad position if the foot IK raycast does't hit anything, leads to better responsiveness when landing
1 Year Ago
Merge AttackHelicopterPreTurret -> Aux2
1 Year Ago
1 Year Ago
Fix missile pos negative collider scale complaints
1 Year Ago
Adjust interruption rules on jump animation for better responsiveness when landing on the ground
1 Year Ago
A complex merge from Main -> AttackHelicopter with 56 reconciled conflicts
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix initializing & destroying instanced rendering system not working (at least in editor)
1 Year Ago
Added freefalling blend tree animation, normalize forward and right animation parameters when falling with a parachute equipped
1 Year Ago
Added an AnimatorLOD to the mining quarry
1 Year Ago
Add animatorSpeedChange quarry variable to control animator ramp up/down Fixed missing animator and renderer connections
1 Year Ago
Cannon related FX & some more random stuff Unused file cleanup.
1 Year Ago
Moved the exhaust to the real location, and adjusted the texture so that it doesn't look like a window. Muzzle tweaks.
1 Year Ago
Firing effects WIP & related temp files.
1 Year Ago
pumpjack scrolling material update
1 Year Ago
played myself, there was one more tiny instance
1 Year Ago
fixed all cases of mesh flickering on the powerline platforms
1 Year Ago
fixed all major collision mesh issues for the powerlines weapons shouldn't go through the mesh now
1 Year Ago
primitive lootbox fix - fixed albedo/ao/spec/normals - fixed dodgy rope normals - improved them - FBX Position and prefab zeroed, and scaling at 1,1,1 - fixed ao texture set to 2048 when texture is 512
1 Year Ago
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1 Year Ago
Merge from nexus
1 Year Ago
Merge from main
1 Year Ago
updated prefab (adjusted light position also)
1 Year Ago
adjusted caboose.fbx so that the top compartment is less wide and not as high. Updated collision mesh
1 Year Ago
Adjust RPC message TTL based on the timeout duration
1 Year Ago
Use default skinId for ShadowOnly renderers
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
1 Year Ago
added fall to skydive anim and new state in animator, updated skydive idle loop
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Editor screenshot tool wip/tests
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
Added more clearance to the underground stations to fit in all train module types
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Add debug to figure out why trees are not showing as billboards
1 Year Ago
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
1 Year Ago
exported oiljack arm fbx to get the looping idle animation looping nicely after editing it in maya
1 Year Ago
Fix ConstructionPlaceholder not being removed from building blocks
1 Year Ago
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1 Year Ago
Expand the render computebuffer in 2MB increments separately from the culling array expanding
1 Year Ago
attack heli turret gibs prefab update
1 Year Ago
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1 Year Ago
setup pumpjack static prefab with correct engine collision for the engine switch and correct aniamted belt settings. also the olijack arm animtor now set up so the pumpjack can be stopped/started quickly
1 Year Ago
Don't spawn the ferry schedule entity at the ferry terminal unless nexus is enabled