reporust_rebootcancel

106,435 Commits over 3,806 Days - 1.17cph!

1 Year Ago
Fixed arm positions not being set. Some bones were null, and blocking subsequent ones from being set.
1 Year Ago
If corpse is an old-style corpse, still spawn it at the player's centre point instead of at their feet. + some debug tidy-up
1 Year Ago
New system to handle the server having no info on the position of a player's limbs: - Server saves a player's PlayerFlags just before death resets them, and passes them into the corpse. - PlayerCorpse looks at them and infers whether they should be standing, crawling, sleeping etc. - Corpse then selects from a set of new scriptableobjects storing bone position data, and copies that bone data into the new ragdoll, getting the server's ragdoll starting position much closer to what will most likely be happening on the client.
1 Year Ago
Add ability for the torch to have a turn on/off animation instead of just playing the deploy animation
1 Year Ago
Corpse prefab bone structure fixes
1 Year Ago
Should convert all renderers of prefabs, such as reflections
1 Year Ago
Misc fixes
1 Year Ago
Fixed pelvis shenanigans, reverted to original ragdoll style. I didn't originally realise that the pelvis isn't always at 0,0,0 (e.g. when crawling)
1 Year Ago
Get tag filtering working for nexuses
1 Year Ago
override controller anim selection updates
1 Year Ago
updated melee moving /running upper body anims
1 Year Ago
flank test design
1 Year Ago
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1 Year Ago
Optimize IsBannedServer to reduce slowdowns while loading the server list
1 Year Ago
Show tags for nexuses on the server browser Bug fixes for the normal Steam server lists Update FP.Nexus to get tags
1 Year Ago
Fixed all remaining issues spotted with the torch. LOD emissive flickering, conditional 1P hiding, shadow glitching and more I'm forgetting.
1 Year Ago
Added DDrawAnimalMovement editor convar, draws animal movement info for debugging/testing, currently: magenta line: current ServerRotation (set to navagent desiredVelocity.normalized) cyan line: clientside movement delta, used to slerp clientside rotation to yellow line: current clientside rotation
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
exported updated bear walk anim
1 Year Ago
Fix entity updates Add `rendercube` command for testing Fix guide for building having disabled MeshRenderers
1 Year Ago
fixed sliver gaps in floor conditional, potential fix for shadowing artefacting too
1 Year Ago
diver torch functions in 3rd person
1 Year Ago
Fixed indirect diffuse lighting
1 Year Ago
merge from main
1 Year Ago
merge from building_skins_3
1 Year Ago
exported updated bear rotate l and r animations
1 Year Ago
Stairs spiral - Moved collider to parent
1 Year Ago
Post-merge fixes
1 Year Ago
Fixed lighting for several materials
1 Year Ago
Reset pelvis offset on server-side ragdoll creation
1 Year Ago
Fix incorrect state enum
1 Year Ago
Load FlankState in ScientistBrain
1 Year Ago
Lerp experiment. Initial 500ms lerp from the client's final position to the server's data.
1 Year Ago
cleanup
1 Year Ago
Various bits, moving some changes to RagdollRewrite2
1 Year Ago
flanking wip
1 Year Ago
merge from main
1 Year Ago
merge from camper_updates
1 Year Ago
merge from ik_rotation_fix
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
More init fixes
1 Year Ago
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1 Year Ago
Corpse init process cleanup
1 Year Ago
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1 Year Ago
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1 Year Ago
Removed my CheckSleepState method from BaseCorpse. I think putting the base RB to sleep while limbs were sometimes still awake was the cause of the unusual stretching that sometimes happened.
1 Year Ago
Fixed having the ShouldSyncJoints check exactly backwards
1 Year Ago
Fixed missing rigidbody assignments
1 Year Ago
Added ShouldSyncJoints check to SyncJointsToClients