reporust_rebootcancel

106,599 Commits over 3,836 Days - 1.16cph!

1 Year Ago
merge from main
1 Year Ago
merge from camper_updates
1 Year Ago
merge from ik_rotation_fix
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
More init fixes
1 Year Ago
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Corpse init process cleanup
1 Year Ago
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1 Year Ago
Removed my CheckSleepState method from BaseCorpse. I think putting the base RB to sleep while limbs were sometimes still awake was the cause of the unusual stretching that sometimes happened.
1 Year Ago
Fixed having the ShouldSyncJoints check exactly backwards
1 Year Ago
Fixed missing rigidbody assignments
1 Year Ago
Added ShouldSyncJoints check to SyncJointsToClients
1 Year Ago
Help text extra info for ragdollVehicleCollision
1 Year Ago
Remove ArticulatedOccludee script frmo server-side corpse
1 Year Ago
Fixed rotating platform scaling causing zero'd prefabs to enlarge. Added idling character preview + looping timeline.
1 Year Ago
Moved idle anim directory
1 Year Ago
Network++
1 Year Ago
New ConVar: ragdollVehicleCollision Turns ragdoll collisions with vehicles on and off.
1 Year Ago
Prop backups
1 Year Ago
Merge RagdollRewrite2 -> PhysicsLayerRevamp
1 Year Ago
material changes, removing coloured variants, building it to base material
1 Year Ago
No need to call CopyBonesFrom if the corpse is the ragdoll
1 Year Ago
Buoyancy adjust to match old behaviour
1 Year Ago
Set up ragdoll buoyancy. Update arrays.
1 Year Ago
Increased ragdoll solver iterations to decrease jitter
1 Year Ago
Cherry pick tugboat model rename
1 Year Ago
Rename my driveable tugboat variant model to tugboat_a_driveable
1 Year Ago
Styling fixes
1 Year Ago
Hatchet drips
1 Year Ago
Show an icon next to the zone the player is currently assigned to Start loading the server info as soon as the info popup opens for faster joining Use a separate convar for specifying the API endpoint for the server list so clients can actually change it Update FP.Nexus
1 Year Ago
merge from main -> analytics_held_items
1 Year Ago
Melee weapon adaptation WIP
1 Year Ago
Motion inheritence fix
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
merge from auth_ticket_fix
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
Updated all scientist AI designs to now have a % chance per tick of continuing to move to chase position in Chase state when the player is LOS, instead of just stopping when LOS and switching to combat state. Scientists now also run attack tick in chase state.
1 Year Ago
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1 Year Ago
Updated scientist AI designs to enter combat state not takecover when initially attacked
1 Year Ago
InstancedRenderer will take into account if the mesh wants to recieve shadows, cast shadows & light probe usage Shadows moved from MeshRenderer -> DrawMeshInstancedIndirect()
1 Year Ago
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1 Year Ago
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1 Year Ago
merge form main
1 Year Ago
merge from building_skins_3
1 Year Ago
enabled forceVisible flag on SC skin RendererLODs Added rendererbatch components where it made sense