reporust_rebootcancel

106,420 Commits over 3,806 Days - 1.17cph!

1 Year Ago
Integrated the spotlight in front of the building into the pavement Lighting prefab updated
1 Year Ago
Adding the new cobalt posters
1 Year Ago
merge from PhysicsLayerRevamp
1 Year Ago
Merge from diversuit
1 Year Ago
Dir backups
1 Year Ago
Merge from media_projects/ferryterminal_media
1 Year Ago
Parent merge
1 Year Ago
Parent merge
1 Year Ago
Water hits are now handled right in GamePhysics.Trace / TraceAll since the previous way of doing it did not correctly sort water hits and physics hits (could return water hit even though physics hit was in front of it) Fixed drinking dialog weirdness Fixed AddToWater only adding 1/4 of the ocean to the water map Added normal to WaterSystem.Trace (currently always returns Vector3.up)
1 Year Ago
Fixed a whole lot of not-editor-only stuff that needed to be editor-only
1 Year Ago
weaponrack_tall deploy/socket tweaks
1 Year Ago
Put #if EDITOR around SimpleBonesRightClick, same as the main SimpleBones class has (who is writing these plugins?)
1 Year Ago
Removed the custom assembly that the Rokoko plugin was using. This was causing Unity to treat the contents of the Editor folder as not Editor-only content.
1 Year Ago
#if CLIENT flags around ViewModelRendererUpdate code
1 Year Ago
Updated deploy/sockets for weaponrack_wide
1 Year Ago
Updated placement guide mesh for weaponrack_wide
1 Year Ago
nuked barge
1 Year Ago
terrain tweaks
1 Year Ago
ferry terminal S2P
1 Year Ago
HLOD update Basic dressing for office floor of terminal building (inaccessible)
1 Year Ago
merge from steamworks157
1 Year Ago
Remove duplicated drop mag event Fixed hide events not specifying full transform path Added new meshes to LOD group
1 Year Ago
Fixed incorrect effect folder path
1 Year Ago
Remove old rifle entity
1 Year Ago
Merge from media_projects/ferryterminal_media
1 Year Ago
Parent merge
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Fixed a mesh light on the tugboat not marked as dynamic
1 Year Ago
Tuboat doors, 2 on top, one below
1 Year Ago
Revert 82449, CheckSleepState
1 Year Ago
Disable ragdoll collision with Vehicle Detailed layer - for now
1 Year Ago
Merge from ferry_terminal
1 Year Ago
Merge from PhysicsLayerRevamp
1 Year Ago
Some IsDynamic fixes and LOD improvements.
1 Year Ago
Ignore corpses when doing a TriggerParent clipping check because they have a huge entity bounds - much larger than the actual model
1 Year Ago
Switch other diver pickaxe prefabs to use FP.BurstCloth instead of EZ soft bone
1 Year Ago
Merge from diversuit/burstcloth
1 Year Ago
Fixed scrap heli prefab, which got corrupted in the recent merge
1 Year Ago
Support length constraints in FP.BurstCloth (for custom min/max instead of hardcoded 0-100%) Refactor calculation order in FP.BurstCloth to help things propagate better Tweak starting bone positions and apply length constraints to diver pickaxe VM
1 Year Ago
Can still interpolate if there's a parent but it's not a moving one
1 Year Ago
Fixed client-side ragdolls falling in slow motion when parented. Unfortunately this fix also makes their movement more jittery (specifically 32Hz) when parented, but it's an improvement.
1 Year Ago
LODs for all 3 wall mounted weapon racks updated deployable prefabs accordingly
1 Year Ago
Ghetto fix for doors reseting to default position when they send a network update when opened
1 Year Ago
added 3rd wall mounted weapon rack reduced texture sizes of all 3 texture sets
1 Year Ago
Merge Tugboat to TugbatXPhysics, for new physics + tugboat testing
1 Year Ago
Cherry pick "Use transform.position when updating train position" as well. Even though this should be worse, it's actually better due to the parenting situation (see original commit message).
1 Year Ago
Cherry pick scrap heli collider updates from RagdollRewrite2. These are a good general upgrade even if server-side ragdolls fall through.
1 Year Ago
Final