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120,617 Commits over 4,018 Days - 1.25cph!

11 Days Ago
Industrial Light Refresh -Model -Textures -Placeholder Prefabs.
11 Days Ago
jungle_update -> boomerang
11 Days Ago
set up vine swing viewmodel prefab with rig. removed vine swing idle from anim.controller as it wasn't needed and exported first pass vine swing animations.
11 Days Ago
More wip
11 Days Ago
Clean: added a comment expanding the reason for previous test Tests: none, trivial change
11 Days Ago
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11 Days Ago
Merge from jungle_update
11 Days Ago
Merge from main
11 Days Ago
Added placeholder Schizolobium tree, placeholder billboard set up, mats and textures
11 Days Ago
wip movement before repositioning
11 Days Ago
jungle_ruins b/c S2P
11 Days Ago
jungle_ruins_e - raised terrain trigger volume higher above terrain jungle ruins steel gate - made collision more accurate S2P
11 Days Ago
removed duplicated sound for obsidian bone knfie but duplicated effects from bone knife and now 1p sounds work
11 Days Ago
Merge from env_volume_performance_testing
11 Days Ago
enabled r/w on jungle earth pit collision mesh
11 Days Ago
Corrected a code comment
11 Days Ago
merge from main
11 Days Ago
ziggurat scene - tweaked env volume terrain trigger space above terrain - S2P
11 Days Ago
Merge from main
11 Days Ago
merge from jungle_update
11 Days Ago
jungle bamboo scaffolds now use LOD1 as starting LOD
11 Days Ago
Simplified the stencil buffers for the spatial environment volume shader passes, as they work differently now due to the volume transition changes
11 Days Ago
slight edit to tiger ledge attack anim
11 Days Ago
Possible fix for AnimationFlagHandler NRE
11 Days Ago
re exported tiger sleep idle and end anims so paws come through correctly
11 Days Ago
Merge from jungle_update
11 Days Ago
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
11 Days Ago
Adding prevent movement volume to zigg gate prefab to fix kick
11 Days Ago
removed renderer batch scripts from bamboo scaffoldings - re-exported meshes, no other channels than vcol were used
11 Days Ago
progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within works with river biome blends still need to lerp parameter changes (like when going from river into ocean)
11 Days Ago
Fix demo recording by allowing Position to be set on NetRead/NetWrite
11 Days Ago
Merge from protobuf_fixes
11 Days Ago
Fix protobuf codegen generating invalid data for large protos (maps)
11 Days Ago
Fix compile error
11 Days Ago
11 Days Ago
main -> vending_machine_fridge
11 Days Ago
Subtract vending_machine_fridge for now 118770
11 Days Ago
Subtract the correct one this time
11 Days Ago
11 Days Ago
11 Days Ago
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
11 Days Ago
Merge from jungle_update
11 Days Ago
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed Double vine swinging tree health
11 Days Ago
set up lake interior meshes + interior shader variant for lakes
11 Days Ago
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
11 Days Ago
main -> vendingmachine_stock_fix
11 Days Ago
Colliders for the kapok tree and the stump Tweaked LOD setup on the Kapok trree to reduce pop in Optimize the kapok tree further Color corrected leaf atlas
11 Days Ago
Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
11 Days Ago
jungle_update -> Boomerang
11 Days Ago
Change vending machine flags so they no longer conflict with io container