reporust_rebootcancel

126,680 Commits over 4,109 Days - 1.28cph!

1 Year Ago
improved edit-time gizmos so you can see colliders and constraint setups
1 Year Ago
Changed "Vertex Displacement" toggle default to False in "Particles/Additive HDR" shader
1 Year Ago
Fixed compile errors
1 Year Ago
Moved vending machine back to shared
1 Year Ago
Travelling Vendor Revisions -> Main
1 Year Ago
Cleanup comments
1 Year Ago
Faster night check
1 Year Ago
Fixed broken night check
1 Year Ago
Remove infinite stock. Stock will refill every 33% of the vendors total lifetime
1 Year Ago
split gizmos between configuration and playmode
1 Year Ago
cloth changes - filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases - made sibling constarints a bit stricter
1 Year Ago
Rewrote spawn event to use thresholds instead
1 Year Ago
Reduced agro radius
1 Year Ago
Baseline, added item and entity prefabs
1 Year Ago
Added angry horn
1 Year Ago
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
1 Year Ago
Backfires now happen at a random point in the future
1 Year Ago
Vendor ~ Rewrote ignore system to utilise a single struct Improved ignore systems reliability Reduced network load for steering angle - only need a single float Vending Orders ~ Frees to FreeLists Resize vending order to largest order entries count Check before freeing attachment list
1 Year Ago
prefab updates
1 Year Ago
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1 Year Ago
player_model fixes (fixes broken eyes, broken censor objects)
1 Year Ago
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1 Year Ago
Added single-pass Rust/Unlit ASE template with atmospheric scattering support
1 Year Ago
Compile fix
1 Year Ago
exported frontier hatchet admire animation, created frontierhatchet anim.controller and linked it to its viewmodel prefab
1 Year Ago
radtown S2P, refreshed HLOD
1 Year Ago
removing vertex stream components left over from vertex painting attemps fixing some left over issues with shed, storage warehouse components checked for decal projector issues
1 Year Ago
Added Pit Viper model/mats/textures
1 Year Ago
Simplify system to always output both legacy prefab + new scene - ensures it always updates the monument regardless of what system is running
1 Year Ago
final bit of renaming
1 Year Ago
more renaming
1 Year Ago
file renaming
1 Year Ago
Removed missing material inspector from BRZone shader
1 Year Ago
Replaced add with alpha/lerp blend on BRzone shader (for eval)
1 Year Ago
test
1 Year Ago
merge from main
1 Year Ago
Updated Legacy Wood Log PIle Colliders to a more efficient mesh
1 Year Ago
Merge from main -> monument_scenes
1 Year Ago
Merge from audio_import_music_clips -> aux1
1 Year Ago
Merge from main -> hot_reload_unity
1 Year Ago
Fixed errors in blend4way-specular shader
1 Year Ago
Merge from main -> audio_import_music_clips
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Changed new surrender gesture description to "Warning: Will allow other players to view (but not modify) your inventory" to reflect the new belt locking change
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
1 Year Ago
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
1 Year Ago
Fixed incorrect material on Lod2 of part of the powerline platform ramps Convert some parts of the powerline platform into MeshLOD Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor) Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km