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132,711 Commits over 4,293 Days - 1.29cph!

12 Months Ago
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
12 Months Ago
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
12 Months Ago
Catapult flame ammo + lighting + sound emitter.
12 Months Ago
Fixed siege_weapon_ballista_base generating new materials on import
12 Months Ago
Fixed incorrect back bone offset on knight chest piece
12 Months Ago
lunar new year branch and very wip item setup
12 Months Ago
Nuked the legacy source engine RCON code. +rcon.web now just toggles websocket RCON on or off (default on as before).
12 Months Ago
Catapult incen ammo.
12 Months Ago
Fixed potential NRE when using ioentity.debugqueue
1 Year Ago
Disable all scientists in primitive mode
1 Year Ago
Add convars to block NPCs from spawning - `npc_spawn_on_junkpile` specifically for junkpiles - `scientist_spawners_enabled` will disable all scientists spawning (peaceful & hostile)
1 Year Ago
- Rewrote crossbow vm attack and reload code from near scratch - Fixed reloads not working correctly - New animation controller setup - Use Viewmodel Camera
1 Year Ago
Can now pull horses when leading them, allowing you to pull them out of tricky spots (experimental) Improved spine IK motion again
1 Year Ago
FX progress backup. Small transmission tweak on catapult bucket.
1 Year Ago
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1 Year Ago
Added ropes when leading horses using FakePhysicsRope Moved FakePhysicsRope logic to LateUpdate Tweaked leading behaviour Fixed players able to stop other players leading horse
1 Year Ago
Ensured reload to reload step is smooth
1 Year Ago
Adding boomerang animation content and initial set up files
1 Year Ago
- Use next free slot rather than shots left for reloading - Disable barrel animation for reloading (just now) - Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
1 Year Ago
Clean: removing no longer relevant comment
1 Year Ago
Update: DemoServer improvements and fixes - All ticks are now accepted - exposed an editor only API to inject ticks (avoid serialization roundtrip) - cleaned away tick logging - it generated too many logs Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next. Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.
1 Year Ago
Indirect Instancing: Add initial support for sub meshes
1 Year Ago
Fire ammo stuff/backup
1 Year Ago
- Hopper LODS
1 Year Ago
blowpipe viewmodel prefab updates - set viewmodel mesh to 0.7 in the z ( to make it feel closer to camera) - set up viewmodel renderers - set to use viewmodel camera - removed crossbow mesh from prefab - removed ironsights script
1 Year Ago
dropped explosion force multiplier on catapult by a factor of 10
1 Year Ago
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
1 Year Ago
Fixed anim events error on flinch anims Restored spine ik when eating and playing idle breaks
1 Year Ago
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1 Year Ago
Reworked horse spine IK Smoothed eye pos to reduce motion sickness when riding Some leading tweaks
1 Year Ago
adobe fixes
1 Year Ago
allowed better validating from the towed vehicle whether it is in a state to be towed - exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
1 Year Ago
UI
1 Year Ago
- skewed UV's fix Hopper
1 Year Ago
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1 Year Ago
updated minicrossbow vm anims
1 Year Ago
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1 Year Ago
Upadting skinning on lower LOD levels for knight armour
1 Year Ago
fixed floaty window collision on shipping container skin
1 Year Ago
Update: DemoServer - split ticks by distance instead of time - Splitting by time didn't guarantee that they were in valid distance ranges - Also handle case where we get positional data while the player is still initializing Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating. Tests: played the same demo, observed the logs.
1 Year Ago
- Hopper LOD0 Art pass
1 Year Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
1 Year Ago
updated mini crossbow 3p anims
1 Year Ago
DANGER: Enable Read/Write on ALL models project-wide
1 Year Ago
DANGER: Enable GPU instancing on ALL materials project-wide
1 Year Ago
Merge from /main
1 Year Ago
Indirect instancing: Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder. Add support for MeshCull, RendererLOD and MeshLOD. Add editor scripts to enable GPU instancing and Read/Write on all assets. Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them). Add the camera component from code, but only once. Rename instanding_id to instancing_handle. Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.
1 Year Ago
Submitting burst cloth knocker for knight armour
1 Year Ago
Update blowpipe firing animation and recoil adjustment
1 Year Ago
Whoops: supposed to KEEP the RHIB in primitive