reporust_rebootcancel

110,525 Commits over 3,897 Days - 1.18cph!

5 Days Ago
Merge from indirect_instancing
5 Days Ago
Restoring ProjectSettings.asset
5 Days 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
5 Days Ago
- Removed the jitter spread convar as it's no londer needed - Updated the global_TemporalAAParams with the new TAA parameters
5 Days 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
5 Days 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
5 Days Ago
Fixed hexagon tiles not being killed correctly
5 Days Ago
Added luminance weighing to TAA to reduce flickering
5 Days Ago
jungle_ruins_b iteration2
5 Days Ago
Merge from indirect_instancing
5 Days Ago
removed lodgroup from jungle_ruins_wall_3m_D prefab
5 Days Ago
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5 Days Ago
jungle_ruins_a iteration2
5 Days Ago
metal shield 3p melee attack anim updated
5 Days Ago
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
5 Days Ago
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5 Days Ago
Clean up folders
5 Days Ago
cherrypicking 109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
5 Days Ago
merge from giveitemfailed_toast_fix
5 Days Ago
merge from legacy_shelter_description_change
5 Days Ago
merge from voiceprops_itemstore
5 Days Ago
merge from hackweek_car_radio
5 Days Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
5 Days 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
5 Days Ago
merge from siege_weapons
5 Days Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
5 Days Ago
fixed pivot points on construction meshes
5 Days Ago
new merge from /main and /indirect_instancing
5 Days Ago
Merge from /main
5 Days Ago
Merge: from main Tests: none
5 Days 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
5 Days Ago
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5 Days Ago
merge from main
5 Days Ago
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5 Days Ago
Merge from main
5 Days Ago
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5 Days Ago
merge from xmas2024
5 Days Ago
merge from fix_invis_nre
5 Days Ago
Move AnimationUtil to an editor only namespace
5 Days Ago
Merge from primitive/prop_offset
6 Days Ago
Merge from primitive
6 Days Ago
Applied to high caliber revolver as well
6 Days Ago
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
6 Days 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
6 Days Ago
Parent merge
6 Days Ago
Codegen
6 Days Ago
Map backup
6 Days Ago
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
6 Days Ago
Map backup
6 Days Ago
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve