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127,040 Commits over 4,109 Days - 1.29cph!

12 Months Ago
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
12 Months Ago
Update the wire positions when playing the wobble animation Tweaked main collider
12 Months Ago
Allow nests FSMs
12 Months Ago
Wobble animation when triggered Triggered when damaged
12 Months Ago
merge from main
12 Months Ago
compile fix
12 Months Ago
Apple Silicon / ARM64 native libraries (allows everyone to use the Apple Silicon Unity editor)
12 Months Ago
reduced texture size on tin_can_wire to 256 x 64
12 Months Ago
Merge from parent
12 Months Ago
merge from main
12 Months Ago
Not deployable inside trees Always look up and don't use the target normal
12 Months Ago
Merge from main
1 Year Ago
Hook up win and lose animations
1 Year Ago
Merge from community_improvedcountdowns
1 Year Ago
More changes, thanks Plastic
1 Year Ago
Merge TrainBreakBarricades -> main
1 Year Ago
More changes
1 Year Ago
Adjusted damage to barricades by trains, and to trains by barricades
1 Year Ago
Only show the barrier dust effect when the latest damage came from a train. Hijacking the available simpleInt protobuf so we don't need anything new.
1 Year Ago
Implement PR #56 for community UI - countdown component improvements Minor changes made to PR for improved backwards compatibility and formatting Also improved the Load Custom UI editor button to automatically open the tests folder
1 Year Ago
Push force damage can be adjusted via trainDamagePerMPS
1 Year Ago
- Include the double cover barricade as well - New barricade damage effect for the thinner barriers - Fixed some barrier positions not working correctly - Using some more component interfaces - Don't damage barricade anymore if train turns off
1 Year Ago
Fixed misconfigured roll bones on player model Adjusted aim spine v2 settings on lr300 Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
1 Year Ago
Unsaved changes
1 Year Ago
Tuned motorbike headlights.
1 Year Ago
Allow trains to smash through deployed cover barricades
1 Year Ago
Radtown S2P
1 Year Ago
Added a TOD toggle on electrical lighting. Fixed faulty street light bounce.
1 Year Ago
Added mid skin materials Added mid head variation Added EyeAO materials
1 Year Ago
More hill cliff progress / improved cliff shapes / scaled cliffs down
1 Year Ago
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1 Year Ago
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1 Year Ago
Added variable relief sample count based on shader quality level
1 Year Ago
Fixed disp/height map detection in material inspector
1 Year Ago
Codegen
1 Year Ago
Optimize entity menu codegen to reduce memory usage * Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes) * Cache the phrases instead of allocating every time they can display
1 Year Ago
wire material setup and thickness
1 Year Ago
tincanwire mat and materials (need to work out uvs)
1 Year Ago
Radtown S2P
1 Year Ago
Merge from main
1 Year Ago
Various lighting related prefab stuff. Road cone transmission texture.
1 Year Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
1 Year Ago
Add some structure to wolf behaviour code
1 Year Ago
Wire deployable on the Deployed layers
1 Year Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
1 Year Ago
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1 Year Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
1 Year Ago
Tin can alarm art implemented
1 Year Ago
deploy model for tin can alarm
1 Year Ago
split off cans with their own pivot