reporust_rebootcancel

133,797 Commits over 4,293 Days - 1.30cph!

1 Year Ago
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1 Year Ago
- added test holdtype folders (1h/2h melee, bow, lr300) - added v4 rustplayer mask - setup hatchet 3p anims (updated melee overide controller) - updated hatchet.entity (removed offsets and set to attach to r_prop) - setup 2h 3p anims (updated sword overide controller) - updated longsword.entity (removed offsets and set to attach to r_prop) - updated lr300.entity (removed offsets and set to attach to r_prop) - added v4 player update loadout
1 Year Ago
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default) When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
1 Year Ago
Increase cloud atmospheric haze with TOD_Fogginess
1 Year Ago
Better SocketMod_InWater gizmos Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
1 Year Ago
Texture Update for Ballista
1 Year Ago
Added bounds handles for deploy volumes as well
1 Year Ago
Clean: reduce code duplication for BasePlayer.WaterFactor Tests: none, trivial change
1 Year Ago
Indirect Instancing: - Remove delegate callbacks to avoid allocations at all costs - Lots of clean-up / Removed some ugly hacks - Use proper namespace namespaces - Use a camera component for proper resource management - Prefix all profiler regions with "Indirect." for an easy overview
1 Year Ago
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1 Year Ago
initial support for per-tool carving settings - separated mask of carving modes and settings for shapes / sizes - only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
1 Year Ago
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1 Year Ago
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1 Year Ago
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
1 Year Ago
set up v4 unarmed anims in player animator
1 Year Ago
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1 Year Ago
Rest of v4 unarmed anim set exports
1 Year Ago
vm mini crossbow rig updated also deploy and admire animation edits
1 Year Ago
Hide local player arms when mounting the ballista
1 Year Ago
v4 crouch anim exports
1 Year Ago
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1 Year Ago
Added WASD controls to ballista
1 Year Ago
updated avatar settings on a few test anims
1 Year Ago
jungle ruins topologies for procmap testing, terrain blendmaps
1 Year Ago
Ballista swivel rotation
1 Year Ago
updated the s2p settings for the jungle ruins, mainly filters/outputs. Some scene cleanup
1 Year Ago
player model NRE fix
1 Year Ago
Tweaks, inverted ballista up animator parameter
1 Year Ago
Tpose for fingers in avatar
1 Year Ago
Update: comments - fixed spelling mistake - added an explanation for invalidation of cached tick state Tests: none, trivial change
1 Year Ago
Correct meta rotations in the avatar (maybe)
1 Year Ago
Added leg animator to the player model, only enabled when mounting the ballista
1 Year Ago
renamed idle breathe to match source exported jog E and idle on v4 rig added anims to player animator
1 Year Ago
Added better TAA sampling to reduce blurring
1 Year Ago
Removed ballista debug logs
1 Year Ago
Increased ballista mass Dismount driver when flipping or reaching high velocities Fixed some rotation issues Fixed missing wheel NRE
1 Year Ago
Avatar fixes to prevent submerged animations
1 Year Ago
Collision pass on ruin walls. Fixes to prefab settings.
1 Year Ago
edited mini crossbow 3p anims, set the anim clips to get the r prop bone working and set up holster position
1 Year Ago
jungle_ruins_d level layout first iteration prefab'd ruins sets for easier editing replaced some pieces with cap less ones
1 Year Ago
merge from /main
1 Year Ago
cherrypicking 108904 (ai_wolf_iteration) Add bark and footstep audio to new jump anim
1 Year Ago
merge from arcticpack_itemstore_fixes
1 Year Ago
merge from ore_hotspot_position_fix
1 Year Ago
merge from simple_upgrade
1 Year Ago
merge from voiceprops_itemstore
1 Year Ago
merge from ore_sfx_fix
1 Year Ago
merge from hackweek_car_radio
1 Year Ago
merge from decal_nre_fix
1 Year Ago
Ice shader: triplanar normal map correction