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130,372 Commits over 4,232 Days - 1.28cph!

12 Months Ago
merge from xmas2024
12 Months Ago
always unlock ginger bread building skin
12 Months Ago
battering ram anims exported on updated rig
12 Months Ago
merge ice_sculptures->main - addresses majority of feedback from previous playtest
12 Months Ago
added initial battering ram anims
12 Months Ago
Medieval Metal Double Door Folder Setup Added Medieval Metal Double Door Frame Model, Textures, Materials, LODs & GIBS Setup a Basic Prefab for the Medieval Metal Double Door Frame
12 Months Ago
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
12 Months Ago
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed (baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
12 Months Ago
better defaults on sculpting tool data
12 Months Ago
Restoring ProjectSettings.asset
12 Months Ago
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
12 Months Ago
- Removed the jitter spread convar as it's no londer needed - Updated the global_TemporalAAParams with the new TAA parameters
12 Months Ago
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs This way we can still bake covers in editor even though monuments are procedural Also optimize the tool to take less than 1s for basic monuments like desert military base
12 Months Ago
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode - also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
12 Months Ago
Fixed hexagon tiles not being killed correctly
12 Months Ago
Added luminance weighing to TAA to reduce flickering
12 Months Ago
jungle_ruins_b iteration2
12 Months Ago
removed lodgroup from jungle_ruins_wall_3m_D prefab
12 Months Ago
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12 Months Ago
jungle_ruins_a iteration2
12 Months Ago
metal shield 3p melee attack anim updated
12 Months Ago
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
12 Months Ago
Clean up folders
12 Months Ago
cherrypicking 109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
12 Months Ago
merge from giveitemfailed_toast_fix
12 Months Ago
merge from legacy_shelter_description_change
12 Months Ago
merge from voiceprops_itemstore
12 Months Ago
merge from hackweek_car_radio
12 Months Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
12 Months Ago
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
12 Months Ago
merge from siege_weapons
12 Months Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
12 Months Ago
fixed pivot points on construction meshes
12 Months Ago
Merge from /main
12 Months Ago
Merge: from main Tests: none
12 Months Ago
Prevent scientists from magically knowing where you are and homing on you They now have to use their senses, guess and search methodically Allowing them to be surprised, baited and flanked Fix scientists seeing through opaque tarp
12 Months Ago
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12 Months Ago
merge from main
12 Months Ago
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12 Months Ago
Merge from main
12 Months Ago
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12 Months Ago
merge from xmas2024
12 Months Ago
merge from fix_invis_nre
12 Months Ago
Move AnimationUtil to an editor only namespace
12 Months Ago
Merge from primitive/prop_offset
12 Months Ago
Merge from primitive
12 Months Ago
Applied to high caliber revolver as well
12 Months Ago
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
12 Months Ago
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
12 Months Ago
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0