reporust_rebootcancel

137,685 Commits over 4,474 Days - 1.28cph!

2 Months Ago
merge from main -> apartment_complex_monument
2 Months Ago
Glass AR - lowpoly model update, material tweaks
2 Months Ago
Attack anims only for melee items
2 Months Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
2 Months Ago
NRE fixes when using viewmodels in the skin viewer
2 Months Ago
Fixed note loot panel not saving typed text
2 Months Ago
updating 3p jumping anims
2 Months Ago
Disabled motion blur post process in player preview
2 Months Ago
merge from main
2 Months Ago
merge from lod_baker
2 Months Ago
start on darts animation subsystem
2 Months Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
2 Months Ago
lod baker: write output textures as tga instead of png
2 Months Ago
More hair conditional meshes
2 Months Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
2 Months Ago
industrial large furnace - reverted to a single collision material
2 Months Ago
Stop every demo scrub from allocating a new BaseNetworkable list
2 Months Ago
UI tweaks, added examine keybind text
2 Months Ago
Bowless crossbow audio polishing and added sounds
2 Months Ago
removed the material properties
2 Months Ago
s2p on floating city scenes due to new mannequin changes
2 Months Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
2 Months Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
2 Months Ago
small apartment lods
2 Months Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
2 Months Ago
merge from game_room_dlc
2 Months Ago
boomerang_model_dupe_fix -> main
2 Months Ago
merge from main
2 Months Ago
Settings pass on industrial torch
2 Months Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
2 Months Ago
updated the collider for large furnace, added 3 material properties
2 Months Ago
correct IO positions on industrial auto turret
2 Months Ago
merge into main
2 Months Ago
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
2 Months Ago
Compile fix
2 Months Ago
merge from main
2 Months Ago
merge from oven_iscookingflag
2 Months Ago
Fixed typo
2 Months Ago
Added IsCooking flag in BaseOven Set when cooking something
2 Months Ago
binoculars_ultrawide_fixes -> main
2 Months Ago
Fix binocular eyes seperating on ultrawide resolutions https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
2 Months Ago
Industrial Autoturret - Updated model with split shield for bow support (remaining LODs)
2 Months Ago
merge from industrial_dlc
2 Months Ago
added industrial torch to allowed torches on torchholder
2 Months Ago
First pass of rotten trim blends for apartments
2 Months Ago
merge from main
2 Months Ago
Fixed torch holders torch position issues
2 Months Ago
fixed a bunch of prefabs with double mesh lod script dancing around killed shadows on some facade clutter