reporust_rebootcancel

116,119 Commits over 3,959 Days - 1.22cph!

1 Year Ago
merge with main
1 Year Ago
Moved Detail Layer to below Decals and fixed decal tangent-space normals
1 Year Ago
added initial kick anim to player animator, added anim for frontier doors & animator (linked this in frontier doors prefab)
1 Year Ago
Added "Apply Vertex Alpha AO" option to blend4way shaders
1 Year Ago
Fix tutorial island animals from flagging as swimming (and so reducing speed) due to them currently being very close to sea level.
1 Year Ago
Set TutorialIsland MonumentNavMesh.NavMeshAgentTypeIndex to animal group so that animals bind to the navmesh correctly. Also reduced the MonumentNavMesh extents so they don't accidentally include sea bed in some situations.
1 Year Ago
fix tests
1 Year Ago
more mirror wip working out blend layer
1 Year Ago
HuntingTrophy_Large lods HuntingTrophy_Small lods
1 Year Ago
Slightly tweaked entrance terrain to fit the second entrance variant
1 Year Ago
Fixed specular version of blend layer
1 Year Ago
Fixed "Apply Vertex Color" toggle not working in "Rust/Standard Blend Layer" shader
1 Year Ago
navmesh issue debugging
1 Year Ago
Added UV2 option to detail blend mask UV Set and set it as default
1 Year Ago
Added base layer occlusion and detail blend layer; updated shader inspector
1 Year Ago
Setup Bath Tub Planter Folder Structure Added Bath Tub Planter Textures, Materials, FBX, GIB FBX, COL FBX Setup Basic Bath Tub Planter Prefab Setup Bath Tub Planter Materials, LODS, GIBS
1 Year Ago
Testing out storing a user id in a skull item as well as the name
1 Year Ago
Delete the empty gibs mesh, we'll just use the full gibs Icon
1 Year Ago
Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
1 Year Ago
Splashable, igniteable, gibs, condition, save/load
1 Year Ago
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
1 Year Ago
Update FP.BurstCloth with a bunch of constraint logic changes Re-tweak all materials since the update has different parameters now Fix ghost costume bones being out of order (breaks sibling constraints!)
1 Year Ago
Initial torch implementation
1 Year Ago
Reinstate IsVisible changes
1 Year Ago
Added support for frontier door to open in both directions based on what side the player is on
1 Year Ago
missing file
1 Year Ago
more frame wip
1 Year Ago
Manifest, id fixes Added new GestureDoor component, plays a gesture on the player who opens the door, applied on frontier door Added a player inventory config for testing
1 Year Ago
Backups
1 Year Ago
Parent merge
1 Year Ago
Merge from halloween2023
1 Year Ago
Merge from main
1 Year Ago
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
1 Year Ago
Play a bear roar sfx during the bear mission conversation
1 Year Ago
Don't play sfx for pings created by the mission objectives
1 Year Ago
Give more starting resources in base building mission Don't turn the mission provider to face the player Description fixes
1 Year Ago
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
1 Year Ago
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
1 Year Ago
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from io_bed_issue
1 Year Ago
merge from cached_browser_tag_fix
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
3p hmlmg hand clipping fix
1 Year Ago
Final grading for L. Light emission driven by its own entity to simplify.