reporust_rebootcancel

113,525 Commits over 3,959 Days - 1.19cph!

1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
updated anims, skinning & anim controller
1 Year Ago
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1 Year Ago
Compressed Burst Module png to be the same size as other weapon attachment icons. 80%~ reduction in size.
1 Year Ago
DroppedItems can be marked to not combine. Dug up items set to not combine so they don't auto merge if the flags are close together and their items are left on the ground after digging up.
1 Year Ago
More loot test items
1 Year Ago
Nixed fisheye distortion on NVG to stop UI markers from getting offset.
1 Year Ago
Move camera back up to default view when leaving sweetspot scan mode. Cleanup.
1 Year Ago
player update. setting up cross bow anims
1 Year Ago
Shovel item can now be used for digging flags up. Set some placeholder shovel values.
1 Year Ago
Cherry picked 91132
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Tweaked sweet spot detection range to be more lenient. Sanity check player to flag distance. Bit of cleanup
1 Year Ago
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1 Year Ago
anim updates, transitions, animation controller setup
1 Year Ago
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1 Year Ago
Merge main again
1 Year Ago
Fixed NRE whilst reloading and switching between inventory/hotbar weapons
1 Year Ago
Ensured all neon signs stack to 5
1 Year Ago
Fixed bug causing unpowered turrets to turn on the light attachment of a weapon even when unpowered
1 Year Ago
decal layer change on some materials
1 Year Ago
removed exit time when going into scan
1 Year Ago
added scan close clip, set up blendtree in animator to go between scan far and scan close, hooked up to use scanBlend param
1 Year Ago
merge from skinning_knife_fix
1 Year Ago
Trigger scan anim from code. Remove old yaw/pitch transform placeholders.
1 Year Ago
Added scanBlend param to metal detector animator. Set scanBlend from code. Refactored some placeholder code so I can easily remove it when animation is fully setup.
1 Year Ago
player update. populated molotov override controller with 1handed explosive anims and positioned the molotov correctly in the entity prefab
1 Year Ago
Don't force VM lower in code now we have a VM setup
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
some progress from before break
1 Year Ago
merge from collision meshes as shadow fix
1 Year Ago
merge from 'generic texture improvements' contains generic barrels and forklift re-texture jobs too
1 Year Ago
Fireballs parented to heli crates will now always align upwards, the rotation of the heli crate is unchanged
1 Year Ago
Merge from backpacks
1 Year Ago
Remove PlayerInventory.debugWearIssues, no longer needed
1 Year Ago
merge from tutorial_island
1 Year Ago
Fixed sleepers not updating clothing
1 Year Ago
Merge from backpacks
1 Year Ago
Server logs
1 Year Ago
Print entity names
1 Year Ago
Nixed temp helper script.
1 Year Ago
Merge from main
1 Year Ago
Fireball rework for omni direct usage, applied to prefabs.
1 Year Ago
Merge from backpacks
1 Year Ago
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
1 Year Ago
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly) When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)