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110,111 Commits over 3,897 Days - 1.18cph!

3 Days Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
3 Days Ago
Add vislog to confirm that fallback roam EQS works correctly
3 Days Ago
Combining back wheel of ballista base
3 Days Ago
ruin_a backup
3 Days Ago
merge from fix_swamp_water_reflection
3 Days Ago
merge from main
3 Days Ago
prepatch phases, codegen and manifest
3 Days Ago
Fixed asset labels on all new shields, manifest
3 Days Ago
Only apply auto turret behaviour when actively bocking with the shield
3 Days Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
3 Days Ago
Update attack loops on reinforced shield
3 Days Ago
One more delete
3 Days Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
4 Days Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
4 Days Ago
Shore vector fix
4 Days Ago
Test map scene 2
4 Days Ago
Horse proper headlook setup, disabled old headlook
4 Days Ago
Horse mountable blend tree tweaks
4 Days Ago
Test map scene
4 Days Ago
Codegen
4 Days Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
4 Days Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
4 Days Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
4 Days Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
4 Days Ago
Raw anim import
4 Days Ago
Rider galloping pose
4 Days Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
4 Days Ago
Merge from scrap_exchange_dynamic_pricing
4 Days Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
4 Days Ago
Merge from main
4 Days Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
4 Days Ago
Merge from main
4 Days Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
4 Days Ago
prefab progress
4 Days Ago
Merge from simple_upgrade
4 Days Ago
Can't upgrade after recent damage
4 Days Ago
Fixed missing animator param warning when reloading the ballista
4 Days Ago
Prevent temp ragdoll player instigated dismounts
4 Days Ago
triangle planter progress LODs, Collison and Gibs initial prefab setup - some extra work will revist tonight
4 Days Ago
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
4 Days Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
4 Days Ago
implemented ballista base rig
4 Days Ago
Merge from main
4 Days Ago
re-exported ballista weapon anims after rig update
4 Days Ago
merge from siege_weapons
4 Days Ago
Horse container, breeds Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
4 Days Ago
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
4 Days Ago
Fixing branch name typo because I can't live with it.
4 Days Ago
Bunch of shadow cascades and distance related stuff.
4 Days Ago
mini crossbow admire anim updated and rotate barrel anti clockwise clip created