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125,754 Commits over 4,109 Days - 1.28cph!

6 Months Ago
Can now specify which NPC has a mission from the mission inspector
6 Months Ago
Generic mission provider can now support multiple missions Added a new mission type where the player has to go and turn on an object, the object requires a long hold
6 Months Ago
Cata airtime & impact WIP.
6 Months Ago
Scene tweaks
6 Months Ago
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
6 Months Ago
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
6 Months Ago
Catapult flame ammo + lighting + sound emitter.
6 Months Ago
Fixed siege_weapon_ballista_base generating new materials on import
6 Months Ago
Fixed incorrect back bone offset on knight chest piece
6 Months Ago
lunar new year branch and very wip item setup
6 Months Ago
Nuked the legacy source engine RCON code. +rcon.web now just toggles websocket RCON on or off (default on as before).
6 Months Ago
Catapult incen ammo.
6 Months Ago
Fixed potential NRE when using ioentity.debugqueue
6 Months Ago
Disable all scientists in primitive mode
6 Months Ago
Add convars to block NPCs from spawning - `npc_spawn_on_junkpile` specifically for junkpiles - `scientist_spawners_enabled` will disable all scientists spawning (peaceful & hostile)
6 Months Ago
- Rewrote crossbow vm attack and reload code from near scratch - Fixed reloads not working correctly - New animation controller setup - Use Viewmodel Camera
6 Months Ago
Can now pull horses when leading them, allowing you to pull them out of tricky spots (experimental) Improved spine IK motion again
6 Months Ago
FX progress backup. Small transmission tweak on catapult bucket.
6 Months Ago
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6 Months Ago
Added ropes when leading horses using FakePhysicsRope Moved FakePhysicsRope logic to LateUpdate Tweaked leading behaviour Fixed players able to stop other players leading horse
6 Months Ago
Ensured reload to reload step is smooth
6 Months Ago
Adding boomerang animation content and initial set up files
6 Months Ago
- Use next free slot rather than shots left for reloading - Disable barrel animation for reloading (just now) - Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
6 Months Ago
Clean: removing no longer relevant comment
6 Months Ago
Update: DemoServer improvements and fixes - All ticks are now accepted - exposed an editor only API to inject ticks (avoid serialization roundtrip) - cleaned away tick logging - it generated too many logs Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next. Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.
6 Months Ago
Indirect Instancing: Add initial support for sub meshes
6 Months Ago
Fire ammo stuff/backup
6 Months Ago
- Hopper LODS
6 Months Ago
blowpipe viewmodel prefab updates - set viewmodel mesh to 0.7 in the z ( to make it feel closer to camera) - set up viewmodel renderers - set to use viewmodel camera - removed crossbow mesh from prefab - removed ironsights script
6 Months Ago
dropped explosion force multiplier on catapult by a factor of 10
6 Months Ago
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
6 Months Ago
Fixed anim events error on flinch anims Restored spine ik when eating and playing idle breaks
6 Months Ago
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6 Months Ago
Reworked horse spine IK Smoothed eye pos to reduce motion sickness when riding Some leading tweaks
6 Months Ago
adobe fixes
6 Months Ago
allowed better validating from the towed vehicle whether it is in a state to be towed - exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
6 Months Ago
UI
6 Months Ago
- skewed UV's fix Hopper
6 Months Ago
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6 Months Ago
updated minicrossbow vm anims
6 Months Ago
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6 Months Ago
Upadting skinning on lower LOD levels for knight armour
6 Months Ago
fixed floaty window collision on shipping container skin
6 Months Ago
Update: DemoServer - split ticks by distance instead of time - Splitting by time didn't guarantee that they were in valid distance ranges - Also handle case where we get positional data while the player is still initializing Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating. Tests: played the same demo, observed the logs.
6 Months Ago
- Hopper LOD0 Art pass
6 Months Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
6 Months Ago
updated mini crossbow 3p anims
6 Months Ago
Merge from branch /main/indirect_instancing to branch /Aux
6 Months Ago
DANGER: Enable Read/Write on ALL models project-wide
6 Months Ago
DANGER: Enable GPU instancing on ALL materials project-wide