reporust_rebootcancel

158,578 Commits over 4,566 Days - 1.45cph!

43 Days Ago
add frog and squirrel death anims, no corpses
43 Days Ago
merge from Frog_Branch
43 Days Ago
Update: StoreBundleTool - improvements and optims - add a "force" version of Update Urls, incase we got desync between local and remote states - only run blurhash generation for invalid(or bypassed) image hashes - shuffle task scheduling to run as much as possible in the background - support multiple asset path prefixes for cases not in the store folder Tests: ran Update Urls (force), most upload tasks timeout (rip)
43 Days Ago
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43 Days Ago
merge from render_pipeline_testing
43 Days Ago
fix mangled merge conflicts, refactor turns to animation ik jobs
43 Days Ago
set up proper renderer data for stone sculpture painting scene
43 Days Ago
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43 Days Ago
Updated projectile,entity and worldmodel with updated model
43 Days Ago
Fix mesh painting in RRP (🥚🧥)
43 Days Ago
- re-exported viewmodel with correct naming - removed old rig/model links in prefab - model file moves
43 Days Ago
c4_client_prediction -> main
43 Days Ago
Missing files
43 Days Ago
add death state to critters, for animated death without corpses/ragdolls
43 Days Ago
exported latest frog anims
43 Days Ago
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43 Days Ago
- Add support to satchels - Clean up ugly requirement for hideuntilmobile - Auto handle visual grabbing in preprocess step
43 Days Ago
added file
43 Days Ago
Updated lamb fur textures
43 Days Ago
merge from render_pipeline_testing
43 Days Ago
merge from main
43 Days Ago
fix atmosphere fog not working if game was launched with RRP enabled
43 Days Ago
- moved files around - deleted refresh folder and duplicate files - updated viewmodel prefab
43 Days Ago
FIx cow eating from trough by telepathy when blocked by other cows
43 Days Ago
merge from automated_testing
43 Days Ago
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43 Days Ago
Rename editor TestBaseCombatEntity, was confusing to have two classes with the same name and produced some warnings
43 Days Ago
Merge from main
43 Days Ago
Merge from stacking
43 Days Ago
better startle, critters dont startle other critters
43 Days Ago
Simplify old animals, remove all the piping and states where they could be aware of a target but not attack/flee, and reduced sight range to compensate
43 Days Ago
- Much better c4 prediction settings - Changes to hide/show events on c4 - Fix prediction rotation blending not taking place across the whole allocated distance
43 Days Ago
New building automated tests baseline Checks foundations link up / dont link up as expected in some basic configurations, checks buildings get merged and split Correctly flags the current known issue with triangle foundations connecting when only touching at corners
43 Days Ago
merge from main
43 Days Ago
merge from Livestock_animals -> critter_animals
43 Days Ago
critters startle and run away when players come too close
43 Days Ago
Merge from render_pipeline_testing
43 Days Ago
Added new sounds for the :rabbit2: & :chipmunk:
43 Days Ago
Merge from monument_analytics
43 Days Ago
Merge from main
43 Days Ago
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy - Add hide/show to our legacy c4 animations - Clean up throw prediction settings - Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
43 Days Ago
Setting the default number of depth bins to 16 per-tile
43 Days Ago
Add monument to oil rig switch event
43 Days Ago
merge from main
43 Days Ago
Moved the property gathering for lights to a job that runs before the binning jobs
43 Days Ago
43 Days Ago
Tweaked loot spawns to reflect monument tiers, visual polish Radhouse large mesh and collider tweaks for the new room Scene 2 prefab
43 Days Ago
Added a generic warning function that can be set/called by planner. Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not. Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.
43 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
43 Days Ago
Fix bear flee when target on foundation test failing because the bears goes into chase for one tick before the flee, test can now read the exact fsm transitions and be more accurate