reporust_rebootcancel

159,066 Commits over 4,597 Days - 1.44cph!

10 Months Ago
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10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
merge from naval_update
10 Months Ago
Removed unused sprite added by error
10 Months Ago
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
10 Months Ago
- entity setup - created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch) - set .item to use new worldmdodel prefab
10 Months Ago
merge from fix_puzzle_reset_underground -> main
10 Months Ago
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
10 Months Ago
Removed prevent building volume from deep sea portals, not necessary
10 Months Ago
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
10 Months Ago
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
10 Months Ago
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
10 Months Ago
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
10 Months Ago
Add `monumentpuzzleresetradiationoverride` convar to force enable radiation despite the puzzle's reset status (makes testing easier) Apply minimum height to the radiation spheres as well as the puzzle resets Show height cutoff position when `drawpuzzlereset` convar is enabled
10 Months Ago
initial implementaion, viewmodel prefab updates
10 Months Ago
(Hopefully) Fix player animations sometimes being left in weird states because of pooling. Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
10 Months Ago
zipline IK adjustments and finger pose fix
10 Months Ago
Fix crash from accessing null playable graphs and playables when releasing animation handles.
10 Months Ago
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
10 Months Ago
stone component blockout WIP
10 Months Ago
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10 Months Ago
merge from main
10 Months Ago
Raise min height for water treatment radiation puzzle S2P
10 Months Ago
Raise min height of trainyard radiation puzzle S2P
10 Months Ago
Raise min height of sewer branch radiation puzzle S2P
10 Months Ago
Raise min height of powerplant radiation puzzle S2P
10 Months Ago
Cleanup
10 Months Ago
Updated ghost ship icons
10 Months Ago
Raise height offset of NMS S2P
10 Months Ago
Raise height of Launch Site PuzzleReset S2P
10 Months Ago
Fix removed using statement in PuzzleReset
10 Months Ago
1p arcade idle anim update
10 Months Ago
Remove commented test
10 Months Ago
10 Months Ago
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10 Months Ago
Picture Frames - removed glass from standing light up frame, fixed texture metadata
10 Months Ago
Fixed deep sea entrance marker showing inside the deep sea
10 Months Ago
Fix collider names on BBS causing warnings after a recent change
10 Months Ago
ballista_mounting_fix -> main
10 Months Ago
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Added a timer to portal map marker to show the time left before the deep sea closes
10 Months Ago
Updated deep sea portal markers
10 Months Ago
Tweaked wipe duration and radiations
10 Months Ago
stand driving pose update
10 Months Ago
added 60 fps reload anim for 3p paintballgun
10 Months Ago
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10 Months Ago
passenger pose update
10 Months Ago
Merge: from useplayertasks_invisplayers - Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2 Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible