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113,552 Commits over 3,959 Days - 1.20cph!

1 Year Ago
decal layer change on some materials
1 Year Ago
removed exit time when going into scan
1 Year Ago
added scan close clip, set up blendtree in animator to go between scan far and scan close, hooked up to use scanBlend param
1 Year Ago
merge from skinning_knife_fix
1 Year Ago
Trigger scan anim from code. Remove old yaw/pitch transform placeholders.
1 Year Ago
Added scanBlend param to metal detector animator. Set scanBlend from code. Refactored some placeholder code so I can easily remove it when animation is fully setup.
1 Year Ago
player update. populated molotov override controller with 1handed explosive anims and positioned the molotov correctly in the entity prefab
1 Year Ago
Don't force VM lower in code now we have a VM setup
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
some progress from before break
1 Year Ago
merge from collision meshes as shadow fix
1 Year Ago
merge from 'generic texture improvements' contains generic barrels and forklift re-texture jobs too
1 Year Ago
Fireballs parented to heli crates will now always align upwards, the rotation of the heli crate is unchanged
1 Year Ago
Merge from backpacks
1 Year Ago
Remove PlayerInventory.debugWearIssues, no longer needed
1 Year Ago
merge from tutorial_island
1 Year Ago
Fixed sleepers not updating clothing
1 Year Ago
Merge from backpacks
1 Year Ago
Server logs
1 Year Ago
Print entity names
1 Year Ago
Nixed temp helper script.
1 Year Ago
Merge from main
1 Year Ago
Fireball rework for omni direct usage, applied to prefabs.
1 Year Ago
Merge from backpacks
1 Year Ago
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
1 Year Ago
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly) When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)
1 Year Ago
Reapply HeadDispenser component to player_corpse_new
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Metal detector - prefab updates - vm setup -vm placeholder anims - updated models and materials - animator - 3p placeholder anims - override controller - worldmodel prefab setup
1 Year Ago
Merge from backpacks -> aux2
1 Year Ago
plauer update. exported/setup paddle anim set and populated paddle overridecontroller with the anims
1 Year Ago
Rose material tweaks
1 Year Ago
Added dying rose variant Texture tweaks Fuller leaves on green variants
1 Year Ago
Compile fix
1 Year Ago
Merge from main
1 Year Ago
Apply final rotation offset to bow
1 Year Ago
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
1 Year Ago
WIP setup for 3qrs bow hold, still not quite working
1 Year Ago
Added a left hand look at rig, exposed the option on held entities to use a left/right/none look at mode
1 Year Ago
Merge from PlayerRigUpdate
1 Year Ago
Removed all RendererBatch, AddToHeightMap and InstancedMeshFilter from cliff objects on island (fixes incorrect terrain splat lookup)
1 Year Ago
Fixed figurines lodding incorrectly when parented to tugboats
1 Year Ago
player update water bucket meta fiile
1 Year Ago
player update. exported/set up water bucket anim set and populated its override contoller with the new anims
1 Year Ago
Fix wrapping gift inside of backpack deleting the item
1 Year Ago
Merge main
1 Year Ago
merge from main
1 Year Ago
Disable Rust birthday items (confetti and pinata)