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143,568 Commits over 4,413 Days - 1.36cph!

3 Days Ago
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
3 Days Ago
merge from main -> apartment_complex_monument
3 Days Ago
Glass AR - lowpoly model update, material tweaks
3 Days Ago
Attack anims only for melee items
3 Days Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
3 Days Ago
NRE fixes when using viewmodels in the skin viewer
3 Days Ago
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3 Days Ago
Fixed note loot panel not saving typed text
3 Days Ago
updating 3p jumping anims
3 Days Ago
Disabled motion blur post process in player preview
3 Days Ago
merge from main
3 Days Ago
merge from lod_baker
3 Days Ago
start on darts animation subsystem
3 Days Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
3 Days Ago
lod baker: write output textures as tga instead of png
3 Days Ago
More hair conditional meshes
3 Days Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
3 Days Ago
industrial large furnace - reverted to a single collision material
3 Days Ago
Stop every demo scrub from allocating a new BaseNetworkable list
3 Days Ago
UI tweaks, added examine keybind text
3 Days Ago
Bowless crossbow audio polishing and added sounds
3 Days Ago
removed the material properties
3 Days Ago
s2p on floating city scenes due to new mannequin changes
3 Days Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
3 Days Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
3 Days Ago
small apartment lods
3 Days Ago
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3 Days Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
3 Days Ago
merge from game_room_dlc
3 Days Ago
boomerang_model_dupe_fix -> main
3 Days Ago
merge from main
3 Days Ago
Settings pass on industrial torch
3 Days Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
3 Days Ago
updated the collider for large furnace, added 3 material properties
3 Days Ago
correct IO positions on industrial auto turret
3 Days Ago
merge into main
3 Days Ago
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3 Days Ago
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
3 Days Ago
Compile fix
3 Days Ago
merge from main
3 Days Ago
merge from oven_iscookingflag
3 Days Ago
Fixed typo
3 Days Ago
Added IsCooking flag in BaseOven Set when cooking something
3 Days Ago
binoculars_ultrawide_fixes -> main
3 Days Ago
Fix binocular eyes seperating on ultrawide resolutions https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
3 Days Ago
Industrial Autoturret - Updated model with split shield for bow support (remaining LODs)
3 Days Ago
merge from industrial_dlc
3 Days Ago
added industrial torch to allowed torches on torchholder