reporust_rebootcancel

138,629 Commits over 4,352 Days - 1.33cph!

1 Year Ago
viewmodel animator updates - ads is now a state outside of the idle allow for a transition and stop snapping (both unloaded and loaded) - dryfire also goes back directly to ads state if enabled - cleaned up animator
1 Year Ago
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1 Year Ago
enabled mipmaps on horse costume
1 Year Ago
bow_fixes_2 -> main
1 Year Ago
toggle crouch fade on horse costume
1 Year Ago
Fixed bows showing every arrow head on init
1 Year Ago
Added AO and spec textures to Riot Helmet
1 Year Ago
Fix compile error
1 Year Ago
range_volumes -> main
1 Year Ago
Visualise the trigger range of: Autoturret Flame Turret Shotgun Trap
1 Year Ago
Bugfix: ServerDemoPlayer - handle player reconnecting multiple times Not 100% sure it's the correct way, but I think it works for now. Tests: played back new staging demo 3 times
1 Year Ago
reduce the alpha on the zone material
1 Year Ago
Merge from creative_alwayson
1 Year Ago
Fixed issues with HBHF sensor visualisation
1 Year Ago
fixed a spot where you could get stuck at satellite dish
1 Year Ago
Updated Construction and Weapon desc based on feedback, also fixed some grammar/typo errors
1 Year Ago
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1 Year Ago
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1 Year Ago
Added support for tesla coil
1 Year Ago
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1 Year Ago
Change fogmachine and snow machine checks to work the same as everything else
1 Year Ago
Added support for igniter
1 Year Ago
Added HBHF sensor range visualisation
1 Year Ago
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1 Year Ago
Tests: replace Assert.AreEqual with Assert.IsTrue - Brings TickIntrpolatorCache test from 30s+ down to 6s Turns out AreEqual is slow and inflates the test times by quite a bit. Tests: ran unit test
1 Year Ago
Plugged existing AO texture into all variants of Snow Jacket
1 Year Ago
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1 Year Ago
Double Barrel Shotgun - Added Sights material to the skinnable list, making it avaliabe for creators. Also increased Sights textures resolution from 256 to 512.
1 Year Ago
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1 Year Ago
Updated TV collision and fixed emissive materials
1 Year Ago
Optim: TickInterpolatorCache reduce number of segments being copied when growing Unit test is still slow, need to dig a bit more Tests: ran unit tests
1 Year Ago
Added new baked AO to all variants of vagabond jacket
1 Year Ago
Updated First Aid Cabinet Collider Updated Wall Mounted Coat Hanger Collider
1 Year Ago
Added pump arm to sprayer entity, removed it from backpack model
1 Year Ago
Add a menu option to turn on/off drawing range volumes
1 Year Ago
- Fix croc attacks reaching too far - Update AI distance checks to take into account the target player speed + our root motion to predict the position at impact - Remove distance cache, adds complexity and bug potential for too minor of a perf gain - Add inferedSpeed and inferedVelocity fields to basePlayer, less accurate than estimatedSpeed but more stable
1 Year Ago
Merge: from parallel_validatemove - more debug to track down null baseplayer Tests: local editor SERVER+CLIENT session
1 Year Ago
merge from softcore_update/deployable_corpse
1 Year Ago
workshop objs wip
1 Year Ago
When creating gibs, only care about max gibs limit when we are in playmode So you can still use Create gibs in scene with maxgibs set to -1
1 Year Ago
temportat DBS rebuild commit
1 Year Ago
Coffin corpse changes
1 Year Ago
Clean: fixing whitespace issues after auto-merge Tests: none, trivial changes
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Condenser tank Collision update
1 Year Ago
Debug: sprinkling additional validation checks in ServerUpdateParallel Trying to narrow down at which point this null sneaks in Tests: none, trivial change
1 Year Ago
Old Tvs tweaks to prefabs and texture import options
1 Year Ago
Boomerang -> jungle_update
1 Year Ago
- Setup script to allow trails (or any child) to null out rotation on a specific axis - Stopped Boomerang trail from following the x axis
1 Year Ago
RepositionOnGroundMissing now tries to run the Socket_Base placement rules (if any), instead of using the hit normal Fixes some issue with angle check socket mods when repositionning falling corpses