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122,554 Commits over 4,048 Days - 1.26cph!

6 Months Ago
Fixed asset labels on all new shields, manifest
6 Months Ago
Only apply auto turret behaviour when actively bocking with the shield
6 Months Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
6 Months Ago
Update attack loops on reinforced shield
6 Months Ago
One more delete
6 Months Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
6 Months Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
6 Months Ago
Shore vector fix
6 Months Ago
Test map scene 2
6 Months Ago
Horse proper headlook setup, disabled old headlook
6 Months Ago
Horse mountable blend tree tweaks
6 Months Ago
Test map scene
6 Months Ago
Codegen
6 Months Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
6 Months Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
6 Months Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
6 Months Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
6 Months Ago
Raw anim import
6 Months Ago
Rider galloping pose
6 Months Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
6 Months Ago
Merge from scrap_exchange_dynamic_pricing
6 Months Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
6 Months Ago
Merge from main
6 Months Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
6 Months Ago
Merge from main
6 Months Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
6 Months Ago
prefab progress
6 Months Ago
Merge from simple_upgrade
6 Months Ago
Can't upgrade after recent damage
6 Months Ago
Fixed missing animator param warning when reloading the ballista
6 Months Ago
Prevent temp ragdoll player instigated dismounts
6 Months Ago
triangle planter progress LODs, Collison and Gibs initial prefab setup - some extra work will revist tonight
6 Months Ago
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
6 Months Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
6 Months Ago
implemented ballista base rig
6 Months Ago
Merge from main
6 Months Ago
re-exported ballista weapon anims after rig update
6 Months Ago
merge from siege_weapons
6 Months Ago
Horse container, breeds Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
6 Months Ago
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
6 Months Ago
Fixing branch name typo because I can't live with it.
6 Months Ago
Bunch of shadow cascades and distance related stuff.
6 Months Ago
mini crossbow admire anim updated and rotate barrel anti clockwise clip created
6 Months Ago
jungle_ruins_a layout first iteration
6 Months Ago
Manifest Codegen
6 Months Ago
Submitting updated ballista base rig
6 Months Ago
main -> 4ShotMiniCrossbow
6 Months Ago
vendor_stats_fixes -> main
6 Months Ago
Eye spec changes
6 Months Ago
Fixed a case where feed entry could be padded off to the left for no appartent reason