reporust_rebootcancel

110,878 Commits over 3,897 Days - 1.19cph!

20 Days Ago
update admin spawn rocks
20 Days Ago
merge from fix_lod_camera_nre -> main
20 Days Ago
Fix NRE when LOD is calculating on main menu but no cameras are spawned
20 Days Ago
Added emission fresnel to xmas lights
20 Days Ago
Ice shader: screensize and edge length now factor into tessellation
21 Days Ago
Merge from primitive
21 Days Ago
More compile fixes
21 Days Ago
Merge from primitive
21 Days Ago
Possible horse server fix
21 Days Ago
Stomp local version of BatteringRam.cs with version from primitive branch Protobuf, manifest, codegen
21 Days Ago
Merge from primitive
21 Days Ago
Merge from main/primitive
21 Days Ago
Codegen, manifest, protobuf, etc
21 Days Ago
Merge from siege_weapons
21 Days Ago
Merge from shields (new branch to collect all primitive stuff in one spot for media)
21 Days Ago
Restored the 2px gap between vital bars
21 Days Ago
Fixed player hitting their own shield when crouching and melee attacking
21 Days Ago
Added a OnPlayerClothingChanged client side callback to HeldEntity Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
21 Days Ago
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
21 Days Ago
Shield vm animator can now go straight to block from the melee attack end state
21 Days Ago
Merge from main
21 Days Ago
Merge from shred_helicopters
21 Days Ago
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
21 Days Ago
Merge from main
21 Days Ago
Merge from monument_scenes_renderlod_fix
21 Days Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
21 Days Ago
vendor_stats_fixes -> main
21 Days Ago
Fixed a bunch of issues with single entry placement after changing scaling
21 Days Ago
- Ensured everything is in local time - Setup methods to process into 12 hour time
21 Days Ago
Fixed terrible scaling on stats menu
21 Days Ago
Added 12 and 24 hours options to timescale
21 Days Ago
Add bark and footstep audio to new jump anim
21 Days Ago
siege tower ladders lod and x form fixes. wheels added to guide mesh
21 Days Ago
merge from main
21 Days Ago
Reduced car radio to T1 workbench and crafting time to 15 seconds.
21 Days Ago
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
21 Days Ago
Merge from main
21 Days Ago
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
21 Days Ago
Stripped out the initial towing test code
21 Days Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
21 Days Ago
Horses dung system Fixed dungTimeScale convar not scaling dung production Disabled air time temp ragdoll for now
21 Days Ago
Implement wolf headress effect on wolves
21 Days Ago
Code gen
21 Days Ago
shield 3rd person attack anim split into 3 parts
21 Days Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
21 Days Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
21 Days Ago
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
21 Days Ago
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
21 Days Ago
tweaked emissive slightly to be less blown out