reporust_rebootcancel

126,660 Commits over 4,109 Days - 1.28cph!

2 Years Ago
weaponrack_tall deploy/socket tweaks
2 Years Ago
Put #if EDITOR around SimpleBonesRightClick, same as the main SimpleBones class has (who is writing these plugins?)
2 Years Ago
Removed the custom assembly that the Rokoko plugin was using. This was causing Unity to treat the contents of the Editor folder as not Editor-only content.
2 Years Ago
#if CLIENT flags around ViewModelRendererUpdate code
2 Years Ago
Updated deploy/sockets for weaponrack_wide
2 Years Ago
Updated placement guide mesh for weaponrack_wide
2 Years Ago
nuked barge
2 Years Ago
terrain tweaks
2 Years Ago
ferry terminal S2P
2 Years Ago
HLOD update Basic dressing for office floor of terminal building (inaccessible)
2 Years Ago
merge from steamworks157
2 Years Ago
Remove duplicated drop mag event Fixed hide events not specifying full transform path Added new meshes to LOD group
2 Years Ago
Fixed incorrect effect folder path
2 Years Ago
Remove old rifle entity
2 Years Ago
Merge from media_projects/ferryterminal_media
2 Years Ago
Parent merge
2 Years Ago
Parent merge
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Fixed a mesh light on the tugboat not marked as dynamic
2 Years Ago
Tuboat doors, 2 on top, one below
2 Years Ago
Revert 82449, CheckSleepState
2 Years Ago
Disable ragdoll collision with Vehicle Detailed layer - for now
2 Years Ago
Merge from ferry_terminal
2 Years Ago
Merge from PhysicsLayerRevamp
2 Years Ago
Some IsDynamic fixes and LOD improvements.
2 Years Ago
Ignore corpses when doing a TriggerParent clipping check because they have a huge entity bounds - much larger than the actual model
2 Years Ago
Switch other diver pickaxe prefabs to use FP.BurstCloth instead of EZ soft bone
2 Years Ago
Merge from diversuit/burstcloth
2 Years Ago
Fixed scrap heli prefab, which got corrupted in the recent merge
2 Years Ago
Support length constraints in FP.BurstCloth (for custom min/max instead of hardcoded 0-100%) Refactor calculation order in FP.BurstCloth to help things propagate better Tweak starting bone positions and apply length constraints to diver pickaxe VM
2 Years Ago
Can still interpolate if there's a parent but it's not a moving one
2 Years Ago
Fixed client-side ragdolls falling in slow motion when parented. Unfortunately this fix also makes their movement more jittery (specifically 32Hz) when parented, but it's an improvement.
2 Years Ago
LODs for all 3 wall mounted weapon racks updated deployable prefabs accordingly
2 Years Ago
Ghetto fix for doors reseting to default position when they send a network update when opened
2 Years Ago
added 3rd wall mounted weapon rack reduced texture sizes of all 3 texture sets
2 Years Ago
Merge Tugboat to TugbatXPhysics, for new physics + tugboat testing
2 Years Ago
Cherry pick "Use transform.position when updating train position" as well. Even though this should be worse, it's actually better due to the parenting situation (see original commit message).
2 Years Ago
Cherry pick scrap heli collider updates from RagdollRewrite2. These are a good general upgrade even if server-side ragdolls fall through.
2 Years Ago
Final
2 Years Ago
Cherry picked 83367 and repplied to new backend
2 Years Ago
Instanced rendering now works with animated entities (doors) Grabs new position & rotation via transform.hasChanged (needs better solution long term) Add `InstancedmeshTracker` component that tracks each moving mesh of an entity Support multiple of the same mesh per entity (when deleting & updating) Fix foundations not having all meshes deleted Send raw position of global building entities instead of network position
2 Years Ago
Fixed subtle faceted lighting in player preview
2 Years Ago
Fixed post-merge bug grey box around inventory playermodel
2 Years Ago
Fixed post-merge bug causing overall lightness to increase
2 Years Ago
diver ak - separated mag in world model and lods (for mag drop during reloads) - vm prefab update to use main camera for now - entity update - diver ak mag drop effect setup - reload anim and events - weapon animator controller
2 Years Ago
Iterating
2 Years Ago
Better movement behaviour on the exhaust
2 Years Ago
Fixed instancing on many shaders; tidy up shader code a bit
2 Years Ago
Applied FX & lighting to the main prefab. Iterations.