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108,190 Commits over 3,867 Days - 1.17cph!

1 Year Ago
Remove "HideInsideNetworkRange" field
1 Year Ago
Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent` Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
1 Year Ago
Fix neon sign paintable layers not being transparent in unpainted areas
1 Year Ago
Disable applyToSkinRenderers for all neon signs to fix frame animations not working
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
merge from building_skins_3
1 Year Ago
added oil jack belt and metal mesh colliders to pumpjack prefab
1 Year Ago
merge from cleanup
1 Year Ago
Remove some debug logging.
1 Year Ago
merge from weapon_racks
1 Year Ago
updated pumpjack static prefab
1 Year Ago
Workshop skins work (but a hacky way)
1 Year Ago
updated maetrial on lods on pumpjack static prefab
1 Year Ago
Layout grouped in an optional skin name text field under the weapon name.
1 Year Ago
WeaponRackInfo UI polish & localization tokens
1 Year Ago
Fixed a bug where the ceiling in one of the portacabins would disapper on low graphical settings
1 Year Ago
Some refactor and cleanup
1 Year Ago
Changed the emissive color and scale of the insturial.wall.lamp.on prefab
1 Year Ago
fixed brick skin spiral stairs zfight on highlight
1 Year Ago
setting up pumpjack static prefab and edited oiljack anim controller
1 Year Ago
Padding roof conditional colliders just in case
1 Year Ago
Brick Skin Gap in roof conditional
1 Year Ago
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons without making it looks whack
1 Year Ago
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
1 Year Ago
Fixed inaccurate colliders on L and U stairs brick
1 Year Ago
fixed hammer highlight not complete on brick foundations
1 Year Ago
building_skins_3 -> aux2
1 Year Ago
improved brick skin roof LOD2 visuals added pieces of trim on triangle roofs edges
1 Year Ago
Better eye positioning Animator changes to support deploy animation before transitioning into parachute control anims Don't process input until deploy animation is finished
1 Year Ago
Animator changes to support better freefall animations while parachute is equipped
1 Year Ago
Hook up new animator state
1 Year Ago
Fixed submarines acting like parented players were kept out of water. Only consider mounted players as out of wter
1 Year Ago
Force changes, much improved handling
1 Year Ago
Don't disable submarine parent triggers manually when underwater anymore, since 84684 will do it for us automatically now
1 Year Ago
Unparent from all trigger volumes when underwater so that players don't get pulled down with sinking ships
1 Year Ago
Compile fixes, manifest, codegen, test scene
1 Year Ago
Use crouch collider height while swimming. Fixes not being able to get through doors of tugboats that are on a steep angle under the sea.
1 Year Ago
Merge from main
1 Year Ago
Don't request the server emoji list if the server is running a protocol <= 2398 Temporary fix to prevent any unhandled RPC's when we merge emoji to main and don't bump the network version
1 Year Ago
Merge from main
1 Year Ago
Fixed pixelation flicker glitch on WeaponRackLight
1 Year Ago
Flashbang, F1, Beancan & 40mm underwater boom size adjustments.
1 Year Ago
S/M/L explosion FX variants for the underwater portion as well.
1 Year Ago
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached Start with to handle workshop skins
1 Year Ago
Better emissive texture for supermarket/rocket launch office ceiling lights Fixed position and sizes of the supermarket ceiling lights
1 Year Ago
Fixed the materials of the Pumpjack
1 Year Ago
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1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Convert rug, landmind & floor spikes