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106,703 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Merge from main
1 Year Ago
Make drone deployable lose control when colliding with players
1 Year Ago
Modifying placement method for more efficiency
1 Year Ago
Added a swap option, can now swap your current clothing with a mannequin (refactored part of the locker swap process and made it static so we can reuse it as it seems pretty battletested) Increased the size of the joint gizmos so they're not entirely clipped by the mannequin when wearing bulky clothing Can now modify the neck and head bones
1 Year Ago
Added the ability to open an animation window while editing mannequins, allows player to pick from a list of animations and scrub through them to set a pose Bones can still be manually manipulated after selecting an animation, so the animations can be used as a starting point for further refinement
1 Year Ago
Object spins based on velocity of drag release
1 Year Ago
Mouse rotation
1 Year Ago
Proper saving/loading
1 Year Ago
WIP saving/loading
1 Year Ago
Camera positioning fix, rotation reset option
1 Year Ago
soften industrial conveyor sounds a bunch
1 Year Ago
Added basic raytracing controller
1 Year Ago
Proper rotation handles when moving joints
1 Year Ago
Make drone deployable lose control temporarily when getting damaged sometimes Remove protection from drone deployable
1 Year Ago
Fixed screen fill calculation
1 Year Ago
Cherry picked 78206
1 Year Ago
Fixed infinite camera update hook components being added!
1 Year Ago
Fixed camera centering on non-centered assets
1 Year Ago
SkinViewer scene edits
1 Year Ago
Finished the wooden desk prop Added a normal map for wood_panels_b texture
1 Year Ago
Automatically position the camera so the object is centered and filling a specified % of the screen at its maximum dimension
1 Year Ago
Baseline starting shaders and hlsl support for world-space AO
1 Year Ago
Added craggy RT test scene
1 Year Ago
Add a mission ofjective type to have X of an item in your inventory, obtained in any way
1 Year Ago
added d3d12, made primary
1 Year Ago
Add mission objective type for crafting specific item(s)
1 Year Ago
Added some debug info
1 Year Ago
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1 Year Ago
mannequin models and textures #4
1 Year Ago
mannequin models and textures #3
1 Year Ago
mannequin models and textures #2
1 Year Ago
mannequin models and textures #1
1 Year Ago
Starting pass on gizmos for adjusting the pose of the mannequin, feels pretty bad right now but the fundamentals are there
1 Year Ago
Mannequin inventory behaviour now matches player clothing behaviour (can't equip a hazmat suit and other clothing)
1 Year Ago
Make the female version a prefab variant, better model placement
1 Year Ago
Added a female version (separate prefab/deployable)
1 Year Ago
Minimal init for skin viewer, fixed disconnection issue
1 Year Ago
Made mannequin specific head/torso/feet/etc prefabs (identical to defaults for now) Added a Mannequin skin set config to allow for new materials
1 Year Ago
Skin viewer finds the model's true centre and rotation pivots it around that point.
1 Year Ago
SkinViewer scene gets bootstrap setup and inputs. Basic model rotation.
1 Year Ago
Basic SkinViewer scene with lighting etc, based on ModelViewer scene. Added SkinViewer to the scene list for builds.
1 Year Ago
Testing out a player deployed clothing mannequin Currently works as a 7 slot inventory that player can deposit clothing into, spawns a default player model and displays the clothing Also supports showing skins on items
1 Year Ago
Neutral setup for guncam UI
1 Year Ago
Super minor bounce & screen brightness tweak.
1 Year Ago
Remaining widgets for AH gunner's screen
1 Year Ago
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1 Year Ago
Add a mission objective script which requires the player to press a button
1 Year Ago
Dressing progress
1 Year Ago
Wooden desk progress
1 Year Ago
Updated silo prefabs and meshes Added LODs to a few silo pieces