reporust_rebootcancel

123,877 Commits over 4,079 Days - 1.27cph!

1 Year Ago
Fixed a few IO line parenting loading issues + refacto and naming
1 Year Ago
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1 Year Ago
Merge from main/Workshop Normal Map Fix
1 Year Ago
Further changes to 'WhatUsesThis'
1 Year Ago
Updates to WorkshopItemEditor, removed debug code
1 Year Ago
player update. setting up 3p m39 rifle anim set
1 Year Ago
removed old mesh setup from v_sks.viewmodel prefab
1 Year Ago
viewmodel updates - material fix on prefab - added bullet mesh, textures & mat, added as child of mag - attachment tweaks
1 Year Ago
Undoing unwanted changes to materials
1 Year Ago
Player update. 3p semi auto rifle anim set exported/setup
1 Year Ago
Adding missing shaders
1 Year Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
1 Year Ago
merge from ScaleBySpeed_server_optimisation
1 Year Ago
merge from fix_horse_bullet_penetration
1 Year Ago
merge from fix_steam_nickname_slow_refresh
1 Year Ago
merge from viewmodelrenderers
1 Year Ago
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1 Year Ago
Subtracting 96103
1 Year Ago
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1 Year Ago
Updated changes to normal map fix
1 Year Ago
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1 Year Ago
Auto pair when deployed, if you have code lock access
1 Year Ago
New version of normal map fix
1 Year Ago
merge from nexus
1 Year Ago
merge from tutorial_menu_improvements
1 Year Ago
merge from fix_demo_disk_quota
1 Year Ago
merge from industrial_conveyor_quickmove
1 Year Ago
merge from dismount_netting_fix
1 Year Ago
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
1 Year Ago
Added a metal detector mission objective
1 Year Ago
Added hinges to the van doors
1 Year Ago
Merge from explosions
1 Year Ago
Both flamethrowers with viewmodelrenderers and effect parents setup
1 Year Ago
Match import fbx offsets exactly
1 Year Ago
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
1 Year Ago
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1 Year Ago
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
1 Year Ago
Properly aligned sharp coastal cliffs Medium cliff variant test
1 Year Ago
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1 Year Ago
Merge from mission_improvements_may_24
1 Year Ago
Fixed escape key not working anywhere
1 Year Ago
viewmodel updates inc bolt states & triggers
1 Year Ago
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
1 Year Ago
viewmodel updates
1 Year Ago
Switch asset warmup to use the existing Timing class Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
1 Year Ago
Merge from unity_2022.3.24
1 Year Ago
Merge from main
1 Year Ago
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
1 Year Ago
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1 Year Ago
More fucking around with Unity.AI.Navigation