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111,160 Commits over 3,928 Days - 1.18cph!

26 Days Ago
Fixed Single Reload Finish -> idle transfer
26 Days Ago
Fixed deploy -> idle time
26 Days Ago
- Managed to make it rotate without flipping the barrel mid way through - Major code cleanup: use set of angles instead of figuring them out on the fly
26 Days Ago
merge from primitive
26 Days Ago
Get out of ragdolling only when the body stopped moving +1s, with a 20s time fallback Delayed the catapulting death on impact by 1s so you can see the corpse hitting the ground instead of dying mid air
26 Days Ago
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations - Ensured anticlockwise works just like clockwise angles
26 Days Ago
Fixed ragdolling killing you on impact on horses Fixed lethal ragdolling killing even with god mode enabled
26 Days Ago
Merge from /indirect_instancing
26 Days Ago
Fixed a bug in the graphics buffer damage tracking where damage regions could be shrunk if they were adjacent to another smaller region, causing corrupted building parts to be rendered.
26 Days Ago
added ao map
26 Days Ago
converted f1 grenade to use specgloss
26 Days Ago
Battering ram scoop damage renderer
26 Days Ago
Reduced blurring when using TAA
26 Days Ago
Merge from black_bg_fix
26 Days Ago
Disable TAA in TwitchDrops render scene to fix black BG in renders
26 Days Ago
Merge from main
26 Days Ago
Added jungle ruins stone floor textures
26 Days Ago
Update protobuf codegen exe
26 Days Ago
Battering ram folder cleanup
26 Days Ago
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26 Days Ago
made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
27 Days Ago
Implemented new battering ram animations Changed the damage logic
27 Days Ago
Merge: from mapuploader_retry_exc Fixes an exception when map uploading fails and it tries to incorrectly retry. Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
27 Days Ago
Bugfix: Recache map uploading stream to avoid using a disposed one In the rare event that the first request was sent & failed, it would consume and dispose the stream linked to it, preventing us from using it in the next retry. Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
27 Days Ago
Phrases update
27 Days Ago
edited the minicrossbow vm rotation curve for the barrel on viewmodel prefab
27 Days Ago
Setup new scientist animation system
27 Days Ago
Cherrypick 99260 (make VectorData & Half3 IEquatable)
27 Days Ago
merge from fix_battery_charge_left -> main
27 Days Ago
Add `set_battery_charge` admin command to manually modify battery charge
27 Days Ago
Fix battery showing "5m" of charge left instead of "24hr 5m" when >24hrs charge left
27 Days Ago
Cherrypick latest skins
27 Days Ago
super basic in-editor marching cube setup to make experimenting a bit easier
27 Days Ago
Merge from qol_scope_zoom_toast -> main
27 Days Ago
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27 Days Ago
Updated knight armour 4k textures
27 Days Ago
exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
27 Days Ago
Fix scientist corpse prefab ID not being updated after folder move
27 Days Ago
replaced greybox volumes with the wip floor kit in ruins
27 Days Ago
merge from xmas2024
27 Days Ago
Codegen
27 Days Ago
Codegen
27 Days Ago
Merge from primitive
27 Days Ago
Merge from main
27 Days Ago
ice sculpture sound import settings
27 Days Ago
ice sculpture sounds
27 Days Ago
Fixed priority of block impact anims so they don't go via the idle state
27 Days Ago
Fixed left hand driven camera animation not working when shields are active
27 Days Ago
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster" Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)