reporust_rebootcancel

111,663 Commits over 3,928 Days - 1.18cph!

3 Months Ago
Merge fixes
3 Months Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
3 Months Ago
radtown_spline_fixes -> main
3 Months Ago
patrolheli_orbitstrafe_fix -> main
3 Months Ago
radioactive_water_convars -> main
3 Months Ago
buoy_spawn_fix -> main
3 Months Ago
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead Renamed anchor and trigger gameobjects
3 Months Ago
BCE setup
3 Months Ago
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
3 Months Ago
removed dependency on BaseEntity from AttachTo
3 Months Ago
-Ballista Begin
3 Months Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
3 Months Ago
Polish to catapult art. Added decal renderer to catapult prefab.
3 Months Ago
HCR viewmodel anim updates
3 Months Ago
corrected body used by horse for towing and some hitch->tow renaming
3 Months Ago
Complete/fail setup
3 Months Ago
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3 Months Ago
Initial scene setup
3 Months Ago
merge from main
3 Months Ago
Experimental changes to horses, trying to improve the gamefeel - Added subtle neck movement in the direction you're heading - Increased turning speed - Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
3 Months Ago
Start/stop basics
3 Months Ago
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3 Months Ago
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3 Months Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
3 Months Ago
QteEntity, QteSnake and TriggerQTE basics.
3 Months Ago
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3 Months Ago
Added snake model to entity
3 Months Ago
Initial files/prefab/folders
3 Months Ago
Merge from main
3 Months Ago
3 Months Ago
small caves rocks dressing
3 Months Ago
medium caves rocks dressing
3 Months Ago
Allow surrender gesture when ducking
3 Months Ago
merge from /world_update_2/flashlightfixes/fulloverhaul/
3 Months Ago
merge from travelling_vendor_fixes_2
3 Months Ago
merge from patrol_heli_crash_filters
3 Months Ago
merge from radioactive_water_buff
3 Months Ago
large caves rocks dressing
3 Months Ago
update to mil tunnel rocks prefab, some terrain tweaks to go along
3 Months Ago
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3 Months Ago
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3 Months Ago
Some folder restructuring now that we have actual assets
3 Months Ago
Reapply animator changes
3 Months Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
3 Months Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
3 Months Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
3 Months Ago
Slight value tweaks
3 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
3 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%