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134,410 Commits over 4,444 Days - 1.26cph!

1 Year Ago
Improved prefab
1 Year Ago
Merge from parent
1 Year Ago
LOD distance tweak.
1 Year Ago
Exhaust prefab. Added to Motorbike.
1 Year Ago
Update settings of all music clips
1 Year Ago
Change audio clip updater to handle music clips - vorbis, 80% quality (like other vorbis clips) - preload off
1 Year Ago
Removed debug print in physics.cs
2 Years Ago
Refactor HLOD system to include MeshLOD components in it's baking process Fixes several LOD inconsistencies when looking at monuments from a distance, will need a lot of testing and a HLOD generation/S2P of all monuments Was a surprisingly large refactor
2 Years Ago
Fixed sidecar impacts not damaging the bike
2 Years Ago
Add bikes to the All Vehicles group on my test map
2 Years Ago
Remove sidecar model from playground scene. Looks like added by mistake in 99319
2 Years Ago
Merge from main
2 Years Ago
Fixed sidecar physics trouble, but need to re-fix pulling to the right
2 Years Ago
Sidecar physics fixes
2 Years Ago
Merge Bikes -> main
2 Years Ago
Fixed unassigned sidecar LODs
2 Years Ago
Fix compile error from "fix_shipping_container_batching"
2 Years Ago
merge from fix_shipping_container_batching -> main
2 Years Ago
Merge Bikes -> main
2 Years Ago
Added terrain collision proxy components to all bikes - fixes not falling through terrain holes
2 Years Ago
Updated DraculaCape with new settings
2 Years Ago
Merge from shipping_container_vcol_fix -> fix_shipping_container_batching
2 Years Ago
merge from main -> fix_shipping_container_batching
2 Years Ago
Prewarm 200 codelocks Go back to defining pool amount via code to prevent misconfigured prefabs - player deployable doors stay at 100 - monument doors only warm 1
2 Years Ago
Reload road categories when loading cached road. This should prevent issues where the vendor couldn't be spawned after loading a save.
2 Years Ago
merge from wire_slacking/optimisations
2 Years Ago
Minor WireTool optim: don't run all the reconnect logic when clearing the wire
2 Years Ago
Fixed doors returning wrong total line anchors count
2 Years Ago
Fixed a pooling issue with destroyed doors not clearing their line anchors + minor code cleanup
2 Years Ago
Setup most of the base to handle indicator blinking
2 Years Ago
merge from main
2 Years Ago
Change default door prewarm count from 100 -> 1 - monument doors were warming up 100 -> 1 now Added ability to override an individual prefab's warmup count via the Poolable component - garage door & sheet metal doors = 10 - wood & armored door = 5
2 Years Ago
Extra map markers
2 Years Ago
Light setup in vendor client Setup VehicleLight to support setting transmittance VehicleLight now supports using the brake colour as a seperate off colour rather than just black Merge conflicts
2 Years Ago
texturing updates
2 Years Ago
latest handcuff viewmodel animations
2 Years Ago
further burstcloth modifications - collisions resolved with spring forces - added dirty broadphase to collision resolving - capsules colliders reinterpreted as sets of spheres, cheaper testing outweighs increased collider count - added collections packaged for better native containers
2 Years Ago
uv2 tweaks for emissive
2 Years Ago
Updated Vintage Wood Furniture Textures Updated and Changed Vintage Wood Furniture Models to be more Damaged/Dilapidated
2 Years Ago
fixed the following: jerrycan reactive target semi-fixed prefab values on the secretlab chair (prefab x/y/z position) this will need checking as it already uses meshlod script also fixed avanced loot box
2 Years Ago
fixed and updated the following prefabs: handsaw horseyoke rake metalsign tarpsign kettle milkchurn moonshine plantpot plantpotSET1 BookPile1/2/3/4 clothes line assets
2 Years Ago
Also allow hood to be removed from sleeping players via the radial menu, for consistency.
2 Years Ago
removed a lot of old wip files, fixed front indicator material, turned of refraction on them, made barbed wire bigger, fixed skinning issue on front wheel
2 Years Ago
Added Gesture.WoundedFromCrawlingHandcuffed override controller, is used if a player is handcuffed, injured and on their back Already hooked up on player model, just needs new animations to be assigned
2 Years Ago
Function rename
2 Years Ago
Added AddToHeight to all coastal cliffs
2 Years Ago
fixed rotation and scale issues with the following: tabledoorPOKER handsaw updated prefabs going through the rest now
2 Years Ago
some terrain sculpting to accentuate grassy areas
2 Years Ago
Changed slope cuttoff value in GenerateCliffTopology to expand cliff topology in proc map
2 Years Ago
Missing files