reporust_rebootcancel

128,975 Commits over 4,232 Days - 1.27cph!

1 Year Ago
renaming - added underscore and renamed .viewmodel as missed
1 Year Ago
Renamed '4 shot mini crossbow' to 'mini crossbow'
1 Year Ago
Fixed handle towing visuals nre when joining into a map with removed siege weapons
1 Year Ago
Nicer layout
1 Year Ago
setting up 4shot crossbow viewmodel
1 Year Ago
Setup crossbow world model - Setup colliders and alignment
1 Year Ago
- ▊▌█▇▍▄▊▆▉ ▆█▊ ▄▆▉▋▋▍▋ ▅▍▍ █▉▋█▄▍ ▄▇▊▊ ▊▄▊▉▆▇ ▊▌▅▌▍ ▋▊▋ ▄▆▊ ▅▍▌ █▋▍▊▇▌ ▉▉▄▋ (▅▅▉▌▍ ▄▊▄█ ▇▆ ▌▄▄▍ ▊▍▄▇▌▆▌█▌▅ ▍▄▍▅ █▌▅ ▌█▋▌▅▌▋▄ ▉▊▊▉▉▊▊▍ ▋▋▍█ ▆▅█ ▆▊▋▊▍▄ ▊▌ ▄ ▉▅▄▊▇▅▉ ▄▆▆▆ ▊▆▍▇ ▉▆▄▆██▇ ▌▊▄ █▅▇▆▌▄▍) - ▋▊▄▇▉▄▉ ▉▅▌▅▍▍▋ ▄▋ █▄▊ ▍▇█▊▅▆▇▊▌▄ ▅▌ █▅▆▍▉ ▌▍▍▆█▊ ▆▉▆▍▋ ▆█▇▍▅▅ ▅▊▆▄ ▍▄▅▇▋ ▉▄▄ ▋▋▊▋█▌▉▄ (██▊▆▄▍▇▊ ▇█▊▆ ▋▇▄▊▊▉▍▌▋ ▌▋▅▆▉ █▅▄▉▍ ██▄▋▊▍▄ ▍▍▋▉▄▆▍ ▌▆█'▊ ▍ ▄▌▍▊▆▉▋▉▍██▆ ▉▌█▆ ▌▊▉█▊▊▉▄▄▆▌█▆█ ▆▄ █▅█ ▅▉▋▋▅▍█ ▄█▉▉▍▆▋▋) - ▍▊▌▆▇█ ▆▌▉▄▋▆ ▆▉▆█▋██▇▊▄▌██▆▉▄
1 Year Ago
Used prefab instead
1 Year Ago
Changed world model to be blockout
1 Year Ago
Ballista ammo models Reduced ballista recoil
1 Year Ago
Update: offloading snapshot export to a task thread - Stopped exporting binary snapshot, and left a comment explaining why it's not in use (but not deleted) - Only export compressed json (saves a bit of time on iteration) Hope is to reduce stutter, but my tests in editor show that it's inconsistent (it's less, but for some reason main thread has frames that somtimes seem to wait for worker thread to finish - need to investigate) Tests: exported snapshot from craggy, unzipped and loaded in perfetto
1 Year Ago
- placeholder 3p anims - placeholder worldmodel - override controller - entity setup
1 Year Ago
ammo blockouts for ballista
1 Year Ago
Bugfix: exclude 'length' bytes from content end offset Tests: none, trivial change
1 Year Ago
Update: Add support to export snapshot as a binary blob - Also emitting compressed version of json and bin snapshots - Minor code reorganization + TODOs Surprisingly, despite tighter binary format, it compressed to a larger size than compressed json Tests: loaded compressed snapshot to perfetto. Didn't trest the binary as it doesn't have any readers yet, so it's untested
1 Year Ago
Other.
1 Year Ago
Deleted old battering ram prefab
1 Year Ago
SiegeTower DoPrepare Restored catapult constructable mats Manifest
1 Year Ago
cleanup
1 Year Ago
Moved everything from Assets/Prefabs/SiegeWeapons/ to Assets/Content/Vehicles/SiegeWeapons/ Cleaned up obsolete prefabs
1 Year Ago
Shadow options UI
1 Year Ago
jungle building skin atlas textures, material and initial test meshes
1 Year Ago
Shadows UI wip
1 Year Ago
Minor catapult fixes
1 Year Ago
Properly reset all state when client wolf is recycled Initialize previous position properly to avoid large deltas when spawning and pooling
1 Year Ago
Catapult decal component
1 Year Ago
Implemented catapult rig Retargeted placeholder anims
1 Year Ago
Battering ram fuel gauge Minor tweaks and NRE fixes
1 Year Ago
Fix wolves looking behind them for too long when fleeing
1 Year Ago
Fix wolves jumping excessively high to reach unreachable players Tweak leap trajectory to be more believeable
1 Year Ago
Fixed pulling interaction not reappearing after being canceled server side
1 Year Ago
Re grouping hierachy of catapult wheels
1 Year Ago
Not this file.
1 Year Ago
Grenade launcher weapon fx de-crappification.
1 Year Ago
Added missing LOD and mesh convars
1 Year Ago
▉▋▌▄▆ ▅▅▅▊ ▉▄▅▄
1 Year Ago
More rendering settings, condensing others.
1 Year Ago
Separating catapult wheels into separate mesh pieces
1 Year Ago
Textures UI
1 Year Ago
merge from main
1 Year Ago
Rendering UI
1 Year Ago
merge from 107427 fix_community_ui_nre
1 Year Ago
Reparented some subemitters like this version of Unity wants them to be, even though the old layout seemed to work fine.
1 Year Ago
New lingering puffs & secondaries to grenades.
1 Year Ago
Another fix for NRE when inventory is open and server shuts down
1 Year Ago
Cherry pick 107419, 107420, 107421, 107422 to correct branch
1 Year Ago
Dof Exposer will find any dof post process volume in the scene when resetting
1 Year Ago
Automatically fill in the Post Volume field when making a new DofExposer (if it's on the same gameobject)