reporust_rebootcancel

113,594 Commits over 3,959 Days - 1.20cph!

1 Year Ago
Youtooz added rigged models and animations
1 Year Ago
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1 Year Ago
Updated Youtooz with animations
1 Year Ago
player update. pickaxe anim set exported and set up holdtype override controller and holster position for it
1 Year Ago
merge from youtooz branch
1 Year Ago
Merge from camlock
1 Year Ago
Cleanup / refactor.
1 Year Ago
merge from xmas_2023
1 Year Ago
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1 Year Ago
AI design viewer/editor shelved work.
1 Year Ago
merge from metal_detector main
1 Year Ago
merge from main
1 Year Ago
Ground fire experiments with new 2021 freeform particle stretching feature.
1 Year Ago
Add some easing to the spine look at weight when looking up or down, leave hand weight untouched though Add a head look at constraint
1 Year Ago
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1 Year Ago
Various hierarchy improvements, gib overrides, set up heavy scientist version
1 Year Ago
Deployable setup Add a Poke interaction, gives comfort in a radius for 15s
1 Year Ago
Added a hand look at constraint and adjusted the spine look weights down to match Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
1 Year Ago
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1 Year Ago
Minor code cleanup, improve clarity on layer use
1 Year Ago
Merge RagdollFloatFix -> main
1 Year Ago
Fix floating server-side ragdolls when construction destroyed
1 Year Ago
Merge SSRagdollDeathVal -> main
1 Year Ago
Merge CorpseRagdollParentingFix -> main
1 Year Ago
Merge from main -> qol_cached_browser_ping_text
1 Year Ago
Merge from backpacks -> aux2
1 Year Ago
Prevented animals from doorcamping shelter
1 Year Ago
updated player prefab & skeleton asset to use new rust player avatar
1 Year Ago
Reverted serverside implementation (didn't work) Added to clientside instead (still server only with replicated var)
1 Year Ago
Added server convar to skip death screen warmup
1 Year Ago
player update. exported wip rocket launcher anims and populated rpg override controller
1 Year Ago
Comment
1 Year Ago
Clear mouse Y input when cam is locked. Lerp cam to locked target position.
1 Year Ago
swing bridge whitebox - figuring out design
1 Year Ago
removed shadow proxies using colliders as source and some less precise proxies
1 Year Ago
More tests
1 Year Ago
merge from mesh memory review
1 Year Ago
Stripped out rig controller into it's own prefab for easier merges Added per spine bone look at weights
1 Year Ago
Add animation rigging package (third times the charm) Add new Facepunch.BoneJobs plugin BoneJobs is a stripped down, simplified way of using Animation Rigging without having to use the cumbersome RigController (and espensive) rig handling system that the package depends on Currently only has a single component, the AimSpineComponent Instead of relying on a selection of loose rig controllers, this component does exactly what we need in a single place - adjust all of the spine bones to look at a given target with a variable rotation offset so we can account for 3/4 stance poses on a per weapon basis The advantage of still using the underlying tools in the Animation Rigging package is that the core math is really fast and runs in jobs so we can in theory move all of our IK and bone manipulation handling to threads It also has quite a bit of functionality we want and all of the math already done (quaternions are confusing), so next steps will be porting over some more components that we need
1 Year Ago
Improved eye and eyelid position on both client- and server-side ragdolls
1 Year Ago
- Move all TimedExplosive projectiles to the Physics Projectile layer - Remove collider from those that still had one
1 Year Ago
There's no need to add a EntityCollisionMessage script to rockets and things that don't have a collider. It is needed for stuff like C4, so let's make it conditional.
1 Year Ago
Merge from main
1 Year Ago
Camera view lock test.
1 Year Ago
Lazy-instantiate WorldSplineSharedData in the same way as TrainWagonLootData. Change TrainWagonLootData back to not using null-coalescing operator. Although it was perfectly fine in this case, ScriptableObjects do have the same null overriding situation as MonoBehaviours, and I'd rather not give anyone the wrong ideas.
1 Year Ago
Fixed bug causing doubled markers to appear
1 Year Ago
Map now shows shelters owned by player This functionality automatically disables if max_shelters convar is set higher than default
1 Year Ago
Disabled crunch on a few more textures
1 Year Ago