reporust_rebootcancel

110,914 Commits over 3,928 Days - 1.18cph!

34 Days Ago
Merge from shields (new branch to collect all primitive stuff in one spot for media)
34 Days Ago
Restored the 2px gap between vital bars
34 Days Ago
Fixed player hitting their own shield when crouching and melee attacking
34 Days Ago
Added a OnPlayerClothingChanged client side callback to HeldEntity Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
34 Days Ago
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
34 Days Ago
Shield vm animator can now go straight to block from the melee attack end state
34 Days Ago
Merge from main
34 Days Ago
Merge from shred_helicopters
34 Days Ago
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
34 Days Ago
Merge from main
34 Days Ago
Merge from monument_scenes_renderlod_fix
34 Days Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
34 Days Ago
vendor_stats_fixes -> main
34 Days Ago
Fixed a bunch of issues with single entry placement after changing scaling
34 Days Ago
- Ensured everything is in local time - Setup methods to process into 12 hour time
34 Days Ago
Fixed terrible scaling on stats menu
34 Days Ago
Added 12 and 24 hours options to timescale
35 Days Ago
Add bark and footstep audio to new jump anim
35 Days Ago
siege tower ladders lod and x form fixes. wheels added to guide mesh
35 Days Ago
merge from main
35 Days Ago
Reduced car radio to T1 workbench and crafting time to 15 seconds.
35 Days Ago
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
35 Days Ago
Merge from main
35 Days Ago
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
35 Days Ago
Stripped out the initial towing test code
35 Days Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
35 Days Ago
Horses dung system Fixed dungTimeScale convar not scaling dung production Disabled air time temp ragdoll for now
35 Days Ago
Implement wolf headress effect on wolves
35 Days Ago
Code gen
35 Days Ago
shield 3rd person attack anim split into 3 parts
35 Days Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
35 Days Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
35 Days Ago
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
35 Days Ago
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
35 Days Ago
tweaked emissive slightly to be less blown out
35 Days Ago
set base emission to off on christmas lights
35 Days Ago
Missed Medieval Barricade Texture Files
35 Days Ago
Updated Medieval Barricade Textures and Materials Updated Medieval Barricade Model to fix normal errors
35 Days Ago
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
35 Days Ago
Merge from main
35 Days Ago
Merge: from main Tests: none, trivial merge
35 Days Ago
Merge from simple_upgrade
35 Days Ago
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35 Days Ago
merge ice_sculpture->main (server compile fix)
35 Days Ago
server compile fix
35 Days Ago
Merge from ai_wolf_iteration
35 Days Ago
merge ice_sculptures->main
35 Days Ago
merge from main
35 Days Ago
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha