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123,871 Commits over 4,079 Days - 1.27cph!

4 Years Ago
Merge Main -> CardGames
4 Years Ago
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4 Years Ago
Don't try to show barricade damage effect if it's not assigned
4 Years Ago
Merge from main
4 Years Ago
Fixed regression whereby Mountain would spawn on small maps
4 Years Ago
Tweaked microcliffs LOD distances and spawners
4 Years Ago
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4 Years Ago
Place cliffs needs more attemps on procmap, less missed spots Created v3_microcliff and v3_microcliff_arid to fill in the valleys with cliffs where Placecliffs doesnt go
4 Years Ago
Tweaked the rules for spawning small rock formations in the arctic so they work properly with foliage Slightly increased the density of tundra field rocks
4 Years Ago
gesture anim updates, added dance, blend tweaks
4 Years Ago
Subtract the changes back to life Implement NetWrite.Read and NetWrite.ReadByte so demo recording works
4 Years Ago
Enabled "preserve mip map coverage" on grass textures. This help increase alpha density over distance without having to make grass up-close too thick Added small rocks to all biomes to spawn alongside grass Fixed beach grass not spawning in proc map Fixed arctic grass not spawning on plain topology Allowed temperate grass to spawn on cliff topology to fix holes in the coverage Various tweaks to density in all biomes
4 Years Ago
Adapted tunnel entrances to the small version inside LS, Harbors, Airfield, MT, Powerplant, WTP, Trainyard
4 Years Ago
Moving train tunnel entrances for monuments into another folder so procgen doesnt spawn them Adding an alternate tunnel entrance for tighter spaces inside monuments
4 Years Ago
apply slow aim fix to new setup
4 Years Ago
Unity 2019.4.22f1 Re-enabled graphics jobs on macOS (test)
4 Years Ago
Implemented the speed based agent avoidance priority from [58969] in to the new BaseNavigator as a SpeedBasedAvoidancePriority toggle, defaults to false.
4 Years Ago
Removed now unused function
4 Years Ago
More manual merge/picking relevant bits out
4 Years Ago
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4 Years Ago
merge from cfg_skin_fix
4 Years Ago
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4 Years Ago
Revert 59516 due to it causing a dismount position bug. This will bring back the dismount view angle bug.
4 Years Ago
reworked launch site level to include tunnels entrance station
4 Years Ago
reworked giant excavator level to include tunnels entrance station
4 Years Ago
Better movement block when in a stationary gesture
4 Years Ago
Disable any particle effects or lights on held entities when entering a gesture - re-enable them afterwards
4 Years Ago
Add gesture bind to Options menu
4 Years Ago
Add a slight delay when displaying weapons at end of gesture
4 Years Ago
Don't apply gesture rotation offset to gesture vm (only weapon vm)
4 Years Ago
Add vsconfig to ignore list
4 Years Ago
- Turn timer fixes - Free the card list in CardPlayerData properly
4 Years Ago
Some general code cleanup
4 Years Ago
Fixed some incorrect layer assignments on the different versions of the poker table
4 Years Ago
Fix deactivated card tables at bandit camp
4 Years Ago
Only show the turn timer in the UI when it's the local player's turn
4 Years Ago
WIP support for non-cancellable and third person gestures
4 Years Ago
Sort out some obvious issues with full body anims
4 Years Ago
Revert work cart dismount position changes. It fixed the forward velocity dismount but broke the reverse dismount
4 Years Ago
Workcart dismount position edit
4 Years Ago
Move Work Cart dismount points backward to help account for client/server delay
4 Years Ago
Fix warnings on boot from non player models Fix errors when cancelling a gesture too early
4 Years Ago
Move all viewmodel gestures to the same layer (we're not treating 1h/2h gestures any differently now)
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Merge main -> random_opt_2
4 Years Ago
Fixed HapisIsland and supermarket roadsign prefabs. Same fixes as done on HDRP_Art_Backport branch.
4 Years Ago
Updated supermarket roadsign (although it's unused (disabled) anyway)
4 Years Ago
Checked over roadsign prefabs in monuments after merges may have stomped them. Fixed some or all roadsigns on: powerplant military_tunnel_1 radtown_small_3 HapisIsland Checked and already looked good: junkyard compound airwolf_compound water_well_a water_well_b water_well_c water_well_d water_well_e fishing_village_a military_tunnel_hapis