reporust_rebootcancel

132,636 Commits over 4,293 Days - 1.29cph!

2 Months Ago
item description pass
2 Months Ago
Rpg7 viewmodel - Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG - Includes base projectile update script with crosshair options - Set crosshair to be visible when in ADS
2 Months Ago
Merge from parent
2 Months Ago
Updating paintball block out rig
2 Months Ago
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
2 Months Ago
Merge from fog_fixes
2 Months Ago
Fixed some awkward interactions with the underground layer controller and deep sea toggle
2 Months Ago
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
2 Months Ago
merge from fix_portal_clamping -> naval_update
2 Months Ago
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
2 Months Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
2 Months Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
2 Months Ago
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
2 Months Ago
Merge from parent
2 Months Ago
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
2 Months Ago
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2 Months Ago
Baseline from hackweek prototype
2 Months Ago
Merge from map_work
2 Months Ago
Merge from small_ramp
2 Months Ago
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2 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
2 Months Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
2 Months Ago
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2 Months Ago
Paintball Gun - updated blockout mesh after animation feedback
2 Months Ago
Null check playable graph when setting animator controller
2 Months Ago
merge from playable_fixes
2 Months Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
2 Months Ago
Merge from boat_building
2 Months Ago
Merge from health_rework
2 Months Ago
Fixes
2 Months Ago
scientist_boat_fixes_3 -> naval_update
2 Months Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
2 Months Ago
2 Months Ago
Projectiles
2 Months Ago
scientist_boat_fixes_3 -> naval_update
2 Months Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
2 Months Ago
merge from buoyancy_deepunderwater_fix
2 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
2 Months Ago
Fix playable graph IK issues
2 Months Ago
scientist_boat_fixes_3 -> naval_update
2 Months Ago
Retain group id between saves
2 Months Ago
fixed clip check
2 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
2 Months Ago
added physic impact sounds for the PT boat
2 Months Ago
scientist_boat_fixes_3 -> naval_update
2 Months Ago
stupid pooling fix
2 Months Ago
Dont save the ghost ship hackable crate. Stops save nre
2 Months Ago
merge from ai_vehicle_clipping_check_optim
2 Months Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway