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126,655 Commits over 4,109 Days - 1.28cph!

2 Years Ago
merged from vision: Reworked field of view for Scientists. Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it. Fixed rear vision detection and simplified it, always detect out of vision but very close players. Updated all main scientist prefabs with new vision stats.
2 Years Ago
Standardised vision stats of all scientist prefabs to new values
2 Years Ago
merge from main
2 Years Ago
compile fix
2 Years Ago
profiling fix
2 Years Ago
vision change merge wip
2 Years Ago
Slightly increase random movement area range in combat state
2 Years Ago
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check. Fixed a bug in excavator scientist entity mem reference slot.
2 Years Ago
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
2 Years Ago
AIArena nametags now show the AI design filename too.
2 Years Ago
Merge from main
2 Years Ago
Fixed SC rocket splash damage issue related to wall corners
2 Years Ago
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
2 Years Ago
ticked on 'bake into pose' for root transform/rotation on updated bear animations
2 Years Ago
exported bear sprint and canter and edited some bear anim settings in unity
2 Years Ago
shipping container skin floor and triangle floor conditional models for exterior display prefabs setup
2 Years Ago
merge from ModelConditionTest_Outside_Inside
2 Years Ago
Match build options for old build process
2 Years Ago
Add ScriptableBuildPipeline package Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete without requiring an AssetDatabase import Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
2 Years Ago
Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.
2 Years Ago
Set up tugboat parenting
2 Years Ago
Enabled caustics
2 Years Ago
Added engine and water audio loops
2 Years Ago
Minor glass texture adjust
2 Years Ago
Lowered opacity on tugboat glass - easier to see through (requested in meeting)
2 Years Ago
Reasonable starting setup for water wake FX on tugboat
2 Years Ago
Merge Main -> Tugboat ⛴
2 Years Ago
Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
2 Years Ago
Merge from ferry_terminal
2 Years Ago
Fixed ScaleBySpeed not dividing by deltaTime, causing the reported speed to be framerate-dependent and much lower than actual. Greatly increased the min/max speed values all users of this script to accommodate for this fix. Fixes all boat wake effects being framerate-dependent. Updated: - Kayak - RHIB - Rowboat - SubmarineDuo - Submarine Solo - Boogieboard - Innertube - Horse innertube - Unicorn innertube - Shark - Horse
2 Years Ago
Parent merge
2 Years Ago
Merge from main
2 Years Ago
Unsaved
2 Years Ago
Shipping container showcase scene
2 Years Ago
Possibly fixed feet IK rotation getting applied incorrectly after being forcibly dismounted from a vehicle (eg. crashing a minicopter)
2 Years Ago
Empty .anim ref file
2 Years Ago
Container colours lookup
2 Years Ago
Removed extra collider and rendererbatch script. Added wake and engine FX from RHIB.
2 Years Ago
More viewmodel stuff WIP
2 Years Ago
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2 Years Ago
Vintage Wall Clock Prop Prefab Setup
2 Years Ago
exported bear stand up anims ,rotate anims and edited run anim
2 Years Ago
bear controrller - added turn layer added turn pose test, attack with translation
2 Years Ago
Merge from diver_fx
2 Years Ago
Merge from main
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
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2 Years Ago
Adding ModelConditionTest_Outside / ModelConditionTest_Inside Adding placeholder conditional variants of shipping container floor for inside / outside
2 Years Ago
Scene additions for Matt. Pool, volumetrics volume.
2 Years Ago
Fixed extended UVSet support in Blend4Way