reporust_rebootcancel

121,142 Commits over 4,018 Days - 1.26cph!

3 Months Ago
Fixed the fix.
3 Months Ago
Fix
3 Months Ago
Bal fire iteration
3 Months Ago
merge from primitive -> aux2
3 Months Ago
Ballista fire
3 Months Ago
merge from primitive_gm -> primitive
3 Months Ago
Swap out all the advent calendar days that only gave out restricted items with different primitive themed items
3 Months Ago
Effects: Normalise Z multiplication in local pos mode (prevents it clipping underground)
3 Months Ago
Add support for advent calendar to give out alternative items in different eras
3 Months Ago
Removed unused ballista stuff
3 Months Ago
merge from primitive -> primitive_gm
3 Months Ago
More projectile tweaks
3 Months Ago
Projectile trail tweak.
3 Months Ago
Stop effect offsets going crazy when hitting an entity
3 Months Ago
Tweaks & heavy offset test.
3 Months Ago
▅▆▉▆▇▄▅▌ ▅▇▊▅▆▆▊▄ ▋▉▊▉▍▅ (▍▋▋ ▌▊▍█▌ ▉▊ █▌█▍▌▍█▆ ▆▋█▆▉ █▅▇▋ ▌▉▅▌ ▅▌▍▆ ▋█▉)
3 Months Ago
Incendiary ballista impact fixes.
3 Months Ago
med ak mag drop model meta update
3 Months Ago
med ak entity - setting up anim events & effects for mag drop - now uses own animator & anims (to call bespoke mag drop anim event) - name changes to match existing model conventions - removed unnecessary prefabs
3 Months Ago
Use log instead of error when long recursion is caught in fsm, and add additional debug information to the message
3 Months Ago
Various ballista projectile things Incendiary bolt testing the new hit code (bug: still spawning arrow stuff)
3 Months Ago
Wheat all growth stages and prefabs
3 Months Ago
▍▆▊▄▌▇ ▋▌▌▊▆▆█▄ ▊▌▉▇▇ ▊▊▋ ▆▇▋█▄▌ ▋▌▌ ▄█▊ ▍▉▊▅▋▉▊▄▋▄/▆▊▋▅▋▉█▊ ▉▄▌▅ ▍▆▇█▆ ▍▅▄▋ ▆▌▋▅▄▆▇▉ (▌▄▊▍▅ ▄▅ ▊▌▄ ▅▇▆█▇▋▋▉▇) - ▌▆▇▋▌ ▊▇▍▋▍▄▋▇▄▅▋▄▆▆▋▆ ▅▋▇▍ (▄▊▉▋▉▄█▉ ▍▉▆▉▇ ▋▇▌ ▄▇▋▌▆▌▇ ▅▋ ▆▉▉▋▄ ▊▉▄▋▌▄) ▌▆▅ ▍▊▅█▉ ▌▆▋█ ▌▍ ▅▌▄█▊ ▆▇█▄▆▉▌ ▋▌▍▋█▉▍▇ ▄▌▅ ▋▅▅█▌▆█ ▉▄▊ ▋▍▌█▉▅▊▋ ▇▅▍█ ▋▇▉▊▄▋▆ █▉▍▆ ▊▆ ▆▉▋█▅▉▊█▆ ▄▌▄▇▍▇▇ ▉▊▊ ▆▇█▋▌▆▅ ▋▇▉ ▄▌▊▆▅▆▊▌▆, ▅▊▆▍▉ ▇▊▉▋▋▌▅▍ ▆▊▇ ▍▌▋▍▆ ▄▌▇▌▅▅ ▆▌▅▋▊▉▇█▄ ▍█▌▇ ▅▊ █▍▉█▄▊▄▌ ▆▇▌▌▄▅▌▍ ▄█▆█▋ ▉▄▅▉▊ ▋ ▉▇█▄ █▋▉▊▌▌ █▄█▆▍▍
3 Months Ago
primitive -> Aux2
3 Months Ago
Continuing work on zigg shell (decals, modeling, vert paintig) WIP
3 Months Ago
Fix mini crossbow pushing some NREs
3 Months Ago
Merge from consume_food
3 Months Ago
Renamed food_pie_generic.viewmodel to food_pie_generic.viewmodel_placeholder to be clear
3 Months Ago
Add muzzle position to mini crossbow (spawns projectile at the right place 3p)
3 Months Ago
Merge from cookingv2
3 Months Ago
med ak - rigged worlmodel, brought mag into file - initial 3p entity setup
3 Months Ago
Generic pie entity and VM prefabs. Pie specific items (chicken as initial test)
3 Months Ago
exported tiger run to 180 anims so the pelvis follows the root motion joint consistently
3 Months Ago
Added Two New Catapult Stone Ammo Models Added A Cluster Model to use in the Catapult Basket Removed Old Catapult Stone Ammo Textures and Replaced them with a new combined textures Updated prexisiting prefabs to use new textures.
3 Months Ago
Hook up new food view model script to placeholder food vm. Link to food entity.
3 Months Ago
Some very initial food VM code /setup
3 Months Ago
Incorrect effects path fix
3 Months Ago
Use 'UseCustomEffect' instead of is valid check
3 Months Ago
Merge from /main
3 Months Ago
Added ability to inject custom impact effects - Supports client predicted effects and server effects - Supports various types of position offsets - Supports various types of normal orientation - Supports overriding returned effect path
3 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
3 Months Ago
Loop fix
3 Months Ago
Merge from /main
3 Months Ago
Guide mesh change
3 Months Ago
Added Consume server RPC to food entities. Inital OnInput for food held entity, trigger eat when you press reload for now. Don't belt-eat food items that have an item mod and valid entity prefab. Added BlockBeltSelect virtual check to ItemMod. Codegen.
3 Months Ago
3 Months Ago
Hammerhead impact
3 Months Ago
Test switching food items. Added second test food item.
3 Months Ago
medAssaultRifle 4k cinematic textures and materials
3 Months Ago
Final refactorings: FastDebugDraw is now InstancedDebugDraw Added ConVar to switch between old and new system. Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw. Opted for nested types instead of overly long namespace names. Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.