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135,646 Commits over 4,474 Days - 1.26cph!

2 Years Ago
Merge Bikes -> main
2 Years Ago
Fixed bike spawn points at mining outpost, power substation, supermarket
2 Years Ago
Prevent bikes rolling far away after a player jumps off, add drag
2 Years Ago
Fixed several issues that were impacting motorbike spawns in monuments: -Fixed spawn points in junkyard, water treatment, airfield and trainyard being too close to colliders and being unable to spawn bikes -Added a gizmo to the VehicleSpawnPoint that shows the entity bounds of the vehicle being spawned and will display as red if it is intersecting colliders in the World layer, should fix the above issue in future -Fixed VehicleSpawnPoint using a static list of spawn points instead of a list per population type (this was causing pedal bikes to spawn in places motorbikes should spawn and would likely have caused issues with tugboats) S2P junkyard, water treatment, airfield and trainyard
2 Years Ago
Adjusted driver eye pos
2 Years Ago
Same fix for snowmobiles
2 Years Ago
Missed codegen!
2 Years Ago
Codegen woops!
2 Years Ago
Travelling Vendor -> Main
2 Years Ago
Fixed some things like the dive suit clipping in first-person view
2 Years Ago
Greatly reduced target detection range Minor code cleanup Added convar to have the vendor destroy buildings. Disabled by default. Increased push box size
2 Years Ago
Speculative NRE fix in MonitorLoopingGesture
2 Years Ago
Update burst from 1.8.15 -> 1.8.16 to fix crashes during builds
2 Years Ago
merge from runtime_profling_presets -> main
2 Years Ago
Fix runtime profiling not turning off performance tracking when profiling is off New convar to set profiling level preset to the most common settings 0 = off 1 = basic stats (frametime, total entities spawned/killed, lag spikes) 2 = all tracking Can enable/disable profiling modules with convars after `runtime_profiling` is enabled Add comments
2 Years Ago
Have bikes use half the usual amount of position interpolation, and send their steering etc update 10 times a second instead of 6.67 times. Reduces visible input delay
2 Years Ago
2 Years Ago
Max bike fuel gauge out at 100 instead of 500, like we do with helicopters.
2 Years Ago
Merge main -> Bikes
2 Years Ago
Merge Bikes -> main
2 Years Ago
Increased pedal bike sprint time from 4s to 5s
2 Years Ago
Tuned down and clamped crash ragdoll force
2 Years Ago
Adjusted pedal bike world collider
2 Years Ago
Merge Travelling Vendor -> Main
2 Years Ago
Changed icon to green one Increased icon size
2 Years Ago
Null check
2 Years Ago
disable ambeint sounds on travelling vendor turrets
2 Years Ago
backfire sound
2 Years Ago
Force mount vis changes
2 Years Ago
merge from runtime_profiling_double_physics -> main
2 Years Ago
Fix physics stats being doubled on every frame FixedUpdate runs
2 Years Ago
Merge Travelling Vendor -> Main
2 Years Ago
DirectlyMountable check in force mount
2 Years Ago
Merge from main
2 Years Ago
Don't show the timed dismount UI if we're restrained
2 Years Ago
Restrained players aren't placed in the driver seat for Snowmobile or Submarine
2 Years Ago
merge from hood_and_cuffs
2 Years Ago
Merge from main
2 Years Ago
Moved turrets closer to the vendor centre
2 Years Ago
Added random engine backfires
2 Years Ago
Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
2 Years Ago
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
2 Years Ago
Added side turrets to the vendor
2 Years Ago
reduced max tick rate on cloth
2 Years Ago
re-organising scene into appropriate groups re-organising radhouse large prefab
2 Years Ago
updated test scene
2 Years Ago
simplifying burst cloth in prep for separation as jiggle-only solution - position based dynamics, with hard rotation constraints - configurable relaxation factors to allow for artist control over bounciness of constraints
2 Years Ago
Added a toxic pool water surface toxic pool material
2 Years Ago
Vendor attacker is not marked as hostile
2 Years Ago
Wired headlights and spotlights to TOD