reporust_rebootcancel

123,799 Commits over 4,171 Days - 1.24cph!

2 Years Ago
Fixed missing rigidbody assignments
2 Years Ago
Added ShouldSyncJoints check to SyncJointsToClients
2 Years Ago
Help text extra info for ragdollVehicleCollision
2 Years Ago
Remove ArticulatedOccludee script frmo server-side corpse
2 Years Ago
Fixed rotating platform scaling causing zero'd prefabs to enlarge. Added idling character preview + looping timeline.
2 Years Ago
Network++
2 Years Ago
New ConVar: ragdollVehicleCollision Turns ragdoll collisions with vehicles on and off.
2 Years Ago
Merge RagdollRewrite2 -> PhysicsLayerRevamp
2 Years Ago
material changes, removing coloured variants, building it to base material
2 Years Ago
No need to call CopyBonesFrom if the corpse is the ragdoll
2 Years Ago
Buoyancy adjust to match old behaviour
2 Years Ago
Set up ragdoll buoyancy. Update arrays.
2 Years Ago
Increased ragdoll solver iterations to decrease jitter
2 Years Ago
Cherry pick tugboat model rename
2 Years Ago
Rename my driveable tugboat variant model to tugboat_a_driveable
2 Years Ago
Styling fixes
2 Years Ago
Hatchet drips
2 Years Ago
Show an icon next to the zone the player is currently assigned to Start loading the server info as soon as the info popup opens for faster joining Use a separate convar for specifying the API endpoint for the server list so clients can actually change it Update FP.Nexus
2 Years Ago
merge from main -> analytics_held_items
2 Years Ago
Melee weapon adaptation WIP
2 Years Ago
Motion inheritence fix
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from auth_ticket_fix
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
Updated all scientist AI designs to now have a % chance per tick of continuing to move to chase position in Chase state when the player is LOS, instead of just stopping when LOS and switching to combat state. Scientists now also run attack tick in chase state.
2 Years Ago
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2 Years Ago
Updated scientist AI designs to enter combat state not takecover when initially attacked
2 Years Ago
InstancedRenderer will take into account if the mesh wants to recieve shadows, cast shadows & light probe usage Shadows moved from MeshRenderer -> DrawMeshInstancedIndirect()
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from building_skins_3
2 Years Ago
enabled forceVisible flag on SC skin RendererLODs Added rendererbatch components where it made sense
2 Years Ago
Added LODComponent.OccludeeParameters.ForceVisible to disable occlusion culling entirely for a renderer
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from building_skins_3
2 Years Ago
merge from cover_merge: Scientists now sometimes turn and run to cover instead of retreating slowly backwards. More likely if low on health or ammo. Fixed bug with scientists shooting when not facing towards their target. Fixed combat action timer not resetting and slightly reduce the time between actions.
2 Years Ago
disable some wip flank code
2 Years Ago
Industrial static doors - colour variants + glass
2 Years Ago
wip cherrypick/merge
2 Years Ago
Merge from RagdollRewrite2
2 Years Ago
Merge Main ->Tugboat
2 Years Ago
Added a curve to the water mask plane
2 Years Ago
Adjusted water mask
2 Years Ago
Made and applied a custom water mask plane mesh for tugboat. Adjusted parent trigger import settings.
2 Years Ago
Minor prefab edit
2 Years Ago
Fixed tugboat z-fighting due to mesh compression