reporust_rebootcancel

144,817 Commits over 4,444 Days - 1.36cph!

Rin
10 Days Ago
merge from save285 - Staging wipe!
10 Days Ago
Codegen
10 Days Ago
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
10 Days Ago
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
10 Days Ago
Merge from main
10 Days Ago
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
Rin
10 Days Ago
network++ save++ persistance++
10 Days Ago
fixed BDU protection values switched
10 Days Ago
commiting a bunch of meta files plastic moaning about
10 Days Ago
ballistic armor condiction pass
10 Days Ago
Merge from main
10 Days Ago
merge from main
10 Days Ago
Merge from tutorial_animator_fixups
10 Days Ago
Delete some more deprecated components
10 Days Ago
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
10 Days Ago
Merge from PlayerRigUpdate2
10 Days Ago
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
10 Days Ago
Hardcode drop_item gesture to 1s as it's now faster
10 Days Ago
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
10 Days Ago
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
10 Days Ago
New rear turret IK curves
10 Days Ago
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
10 Days Ago
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants
10 Days Ago
illuminated buttons; - ran manifest
10 Days Ago
illuminated buttons; - rebuilt as prefab variants - updated colour swap lookup entries
10 Days Ago
WIP using base color brightness instead of base color tint
10 Days Ago
Merge from main (no conflicts)
10 Days Ago
Fixes
10 Days Ago
Merge from main
10 Days Ago
- Add settings for emission colour to entity colour lookup asset - Allow spraycan color change component to set which shader properties it should target - Spraycan color change component now handles present EmissionToggle components on its target renderers
10 Days Ago
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10 Days Ago
merge from beenie_deformhair_enum
10 Days Ago
midlength capmask update
10 Days Ago
riot helmet uses beanie deformhair
10 Days Ago
More beanie conditional meshes
10 Days Ago
Updated appropriate headwear to use beanie deformhair
10 Days Ago
mid-length beanie conditional setup
10 Days Ago
set up weapon charms on bowless_crossbow and m16a2
10 Days Ago
unity 6 VolumeManager fixes
10 Days Ago
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10 Days Ago
merge from main
10 Days Ago
charms meta files
10 Days Ago
Added beanie option to DeformHair enum
10 Days Ago
Industrial Torch - Updated view and world models with changes to UV2 for emmision, cropped emmisive filament texture
10 Days Ago
merge from fix_guid_null_error
10 Days Ago
merge from fix_texture_analyzer_atlas
10 Days Ago
DeployGuides: more explicit depth/stencil format
10 Days Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
10 Days Ago
merge from ceiling_gold_stars_rotation