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110,902 Commits over 3,928 Days - 1.18cph!

31 Days Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
31 Days Ago
Update attack loops on reinforced shield
31 Days Ago
One more delete
31 Days Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
31 Days Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
31 Days Ago
Shore vector fix
31 Days Ago
Test map scene 2
31 Days Ago
Horse proper headlook setup, disabled old headlook
31 Days Ago
Horse mountable blend tree tweaks
31 Days Ago
Test map scene
31 Days Ago
Codegen
31 Days Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
31 Days Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
31 Days Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
31 Days Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
31 Days Ago
Raw anim import
31 Days Ago
Rider galloping pose
31 Days Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
31 Days Ago
Merge from scrap_exchange_dynamic_pricing
31 Days Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
31 Days Ago
Merge from main
31 Days Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
31 Days Ago
Merge from main
31 Days Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
31 Days Ago
prefab progress
31 Days Ago
Merge from simple_upgrade
31 Days Ago
Can't upgrade after recent damage
31 Days Ago
Fixed missing animator param warning when reloading the ballista
31 Days Ago
Prevent temp ragdoll player instigated dismounts
31 Days Ago
triangle planter progress LODs, Collison and Gibs initial prefab setup - some extra work will revist tonight
31 Days Ago
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
31 Days Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
31 Days Ago
implemented ballista base rig
31 Days Ago
Merge from main
31 Days Ago
re-exported ballista weapon anims after rig update
31 Days Ago
merge from siege_weapons
31 Days Ago
Horse container, breeds Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
31 Days Ago
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
31 Days Ago
Fixing branch name typo because I can't live with it.
31 Days Ago
Bunch of shadow cascades and distance related stuff.
31 Days Ago
mini crossbow admire anim updated and rotate barrel anti clockwise clip created
31 Days Ago
jungle_ruins_a layout first iteration
31 Days Ago
Manifest Codegen
31 Days Ago
Submitting updated ballista base rig
32 Days Ago
main -> 4ShotMiniCrossbow
32 Days Ago
vendor_stats_fixes -> main
32 Days Ago
Eye spec changes
32 Days Ago
Fixed a case where feed entry could be padded off to the left for no appartent reason
32 Days Ago
Updating ballista weapon rig
32 Days Ago
Optim: remove dead bots from global tracking - Removed now unnecessary null check when simulating bots Tests: on craggy spawned 15 bots then killed them - counter went up and down accordingly. Flew around 3.5k procmap, gave it a soak test. Both cases no NREs.