reporust_rebootcancel

144,000 Commits over 4,413 Days - 1.36cph!

Today
Hardcode drop_item gesture to 1s as it's now faster
Today
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Today
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
New rear turret IK curves
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
Today
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants
Today
illuminated buttons; - ran manifest
Today
illuminated buttons; - rebuilt as prefab variants - updated colour swap lookup entries
WIP using base color brightness instead of base color tint
Today
Merge from main (no conflicts)
Fixes
Merge from main
- Add settings for emission colour to entity colour lookup asset - Allow spraycan color change component to set which shader properties it should target - Spraycan color change component now handles present EmissionToggle components on its target renderers
Today
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Today
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merge from beenie_deformhair_enum
midlength capmask update
riot helmet uses beanie deformhair
More beanie conditional meshes
Updated appropriate headwear to use beanie deformhair
mid-length beanie conditional setup
Today
set up weapon charms on bowless_crossbow and m16a2
Today
unity 6 VolumeManager fixes
Today
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Today
merge from main
Today
charms meta files
Added beanie option to DeformHair enum
Today
Industrial Torch - Updated view and world models with changes to UV2 for emmision, cropped emmisive filament texture
Today
merge from fix_guid_null_error
Today
merge from fix_texture_analyzer_atlas
Today
DeployGuides: more explicit depth/stencil format
Today
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
Today
merge from ceiling_gold_stars_rotation
Today
merge from Fix_odd_deployguides
Today
merge from fix_ballistic_vest_description
Today
industrial_dlc -> main
Today
PlayerRigUpdate2 -> main
Today
m16a2 -> main
Today
initial setup of 2 player darts - refactored the board to be able to instantiate either singleplayer OR 2player darts. singleplayer has leaderboard, 2p does not. - added interact menu options for starting 1p/2p darts games, as well as options for ending games early - games no longer end/start when you mount the mountable, you need to use the menu options and then players can mount when it's their turn. - first pass on 2p game controller
Today
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Yesterday
Define floor network groups as bounds in the apartment building prefab
Yesterday
Start adding ability for custom network groups in apartment monument - group ids 10 - 19 reserved for apartments - once you enter inside the apartment you subscribe to the overall apartment building network group - each floor has it's own network group - only subscribe to the network group based on the floor you are on (primitive initially, can allow you to subscribe earlier so you don't see popping on elevator)
Yesterday
Add new method of setting flags, mark old one as obselete Update all usages of now obselete SetFlag to use new method
Yesterday
WIP torch stuff.
Yesterday
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Yesterday
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Yesterday
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
Yesterday
updated m16a2 textures
Yesterday
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was
Yesterday
fix for 3p compound bow firing