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143,397 Commits over 4,413 Days - 1.35cph!

11 Days Ago
WIP melee weapon animation sub system work Run a child controller per weapon
11 Days Ago
Added static helpers to easily detect and enable/disable stacks of subs systems Sub systems can now be applied to any mountable Sub systems can now be applied to a HeldEntity
11 Days Ago
Replaced the upper body toggle on animator sub systems with a mask field, each system can now be assigned an independent mask If no mask is assigned it will fall back to the full body mask (cannot have no mask at all)
11 Days Ago
- implement refraction pass after regular transparents - implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline - get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
11 Days Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
11 Days Ago
Eval pass and first evaluators
11 Days Ago
Merge from main Mostly code merges, all auto resolved
11 Days Ago
Female mid-length hair wood helmet replacement meshes
11 Days Ago
Added advanced and basic blueprint fragment single pickup spawners
11 Days Ago
Female mid-length hair candle hat replacement
11 Days Ago
Disallow stacking onto other items if custom descriptions are different
11 Days Ago
Added ability to change Item description (works similarly to custom names and icon ID)
11 Days Ago
Circuit system baseline
Rin
11 Days Ago
Inital item setup
11 Days Ago
Mid length hair hat replacement tests
11 Days Ago
Fix broken LODs on hat.cap
12 Days Ago
LOD3 for midscruffy (uses short beard LOD3 material)
12 Days Ago
Converted short scruffy beard to use new wearable replacement Added average meshes to both beards
12 Days Ago
Added mid-length scruffy beard
12 Days Ago
Merge: from pool_mt
12 Days Ago
Merge: from main
12 Days Ago
Added nameFormatted to chat.add2 which is used by the chat UI when set instead - this addresses heavily formatted player names getting cached on the client if they aren't initially in the network group, which get displayed incorrectly in various UI panels Console gen
12 Days Ago
merge from main
12 Days Ago
reinforced workbench upgrade explosiveResistance 0.5 -> 0.2
12 Days Ago
merge from computer_io_no_passthrough
12 Days Ago
merge from throwable_aim_stuck_fix
12 Days Ago
merge from heldentity_anim_fix
13 Days Ago
update from player_rig_update
13 Days Ago
Use target normal when placing mortars, it now displays the correct terrain/angle error toast
13 Days Ago
fix power draw for twitch rivals computer desk
13 Days Ago
update from main
13 Days Ago
clean up thrown darts after a timer
13 Days Ago
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
13 Days Ago
merge from store_may_fixes
13 Days Ago
merge from electricfurnace_gibs_fix
13 Days Ago
merge from spectate_map_fix
13 Days Ago
merge from doorcontroller_wiring_fix
13 Days Ago
merge from deepsea_vendingmachine_leakfix
13 Days Ago
Assigned Mat to fbx
13 Days Ago
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13 Days Ago
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
13 Days Ago
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
13 Days Ago
merge in
13 Days Ago
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13 Days Ago
Update colliders on industrial garage door to exactly match those on original door
13 Days Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
13 Days Ago
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
13 Days Ago
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
13 Days Ago
fix 3rd person dart throw
13 Days Ago
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion Tests: ran unit tests - no more failures (but there's an extra known bug)