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106,601 Commits over 3,836 Days - 1.16cph!

1 Year Ago
profiling fix
1 Year Ago
vision change merge wip
1 Year Ago
Slightly increase random movement area range in combat state
1 Year Ago
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check. Fixed a bug in excavator scientist entity mem reference slot.
1 Year Ago
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
1 Year Ago
AIArena nametags now show the AI design filename too.
1 Year Ago
Merge from main
1 Year Ago
Fixed SC rocket splash damage issue related to wall corners
1 Year Ago
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
1 Year Ago
ticked on 'bake into pose' for root transform/rotation on updated bear animations
1 Year Ago
exported bear sprint and canter and edited some bear anim settings in unity
1 Year Ago
shipping container skin floor and triangle floor conditional models for exterior display prefabs setup
1 Year Ago
merge from ModelConditionTest_Outside_Inside
1 Year Ago
Match build options for old build process
1 Year Ago
Add ScriptableBuildPipeline package Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete without requiring an AssetDatabase import Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
1 Year Ago
Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.
1 Year Ago
Set up tugboat parenting
1 Year Ago
Enabled caustics
1 Year Ago
Added engine and water audio loops
1 Year Ago
Minor glass texture adjust
1 Year Ago
Lowered opacity on tugboat glass - easier to see through (requested in meeting)
1 Year Ago
Reasonable starting setup for water wake FX on tugboat
1 Year Ago
Merge Main -> Tugboat ⛴
1 Year Ago
Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
1 Year Ago
Merge from ferry_terminal
1 Year Ago
Fixed ScaleBySpeed not dividing by deltaTime, causing the reported speed to be framerate-dependent and much lower than actual. Greatly increased the min/max speed values all users of this script to accommodate for this fix. Fixes all boat wake effects being framerate-dependent. Updated: - Kayak - RHIB - Rowboat - SubmarineDuo - Submarine Solo - Boogieboard - Innertube - Horse innertube - Unicorn innertube - Shark - Horse
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Unsaved
1 Year Ago
Shipping container showcase scene
1 Year Ago
Possibly fixed feet IK rotation getting applied incorrectly after being forcibly dismounted from a vehicle (eg. crashing a minicopter)
1 Year Ago
Empty .anim ref file
1 Year Ago
Container colours lookup
1 Year Ago
Removed extra collider and rendererbatch script. Added wake and engine FX from RHIB.
1 Year Ago
More viewmodel stuff WIP
1 Year Ago
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1 Year Ago
Vintage Wall Clock Prop Prefab Setup
1 Year Ago
exported bear stand up anims ,rotate anims and edited run anim
1 Year Ago
bear controrller - added turn layer added turn pose test, attack with translation
1 Year Ago
Merge from diver_fx
1 Year Ago
Merge from main
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
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1 Year Ago
Adding ModelConditionTest_Outside / ModelConditionTest_Inside Adding placeholder conditional variants of shipping container floor for inside / outside
1 Year Ago
Scene additions for Matt. Pool, volumetrics volume.
1 Year Ago
Fixed extended UVSet support in Blend4Way
1 Year Ago
merge from main
1 Year Ago
merge from aiarena_animal_control
1 Year Ago
compile fix
1 Year Ago
Can now control animal movement in AIArena - take control of an animal and left click to move it to the player's look position. Added Animalbrain.States.MoveToPoint to move to raycast position memory. Added Animal.ControlTest AI design, added it to all animals as second AI design.