reporust_rebootcancel

116,273 Commits over 3,987 Days - 1.22cph!

3 Months Ago
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
3 Months Ago
- Removed the jitter spread convar as it's no londer needed - Updated the global_TemporalAAParams with the new TAA parameters
3 Months Ago
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs This way we can still bake covers in editor even though monuments are procedural Also optimize the tool to take less than 1s for basic monuments like desert military base
3 Months Ago
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode - also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
3 Months Ago
Fixed hexagon tiles not being killed correctly
3 Months Ago
Added luminance weighing to TAA to reduce flickering
3 Months Ago
jungle_ruins_b iteration2
3 Months Ago
Merge from indirect_instancing
3 Months Ago
removed lodgroup from jungle_ruins_wall_3m_D prefab
3 Months Ago
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3 Months Ago
jungle_ruins_a iteration2
3 Months Ago
metal shield 3p melee attack anim updated
3 Months Ago
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
3 Months Ago
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3 Months Ago
Clean up folders
3 Months Ago
cherrypicking 109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
3 Months Ago
merge from giveitemfailed_toast_fix
3 Months Ago
merge from legacy_shelter_description_change
3 Months Ago
merge from voiceprops_itemstore
3 Months Ago
merge from hackweek_car_radio
3 Months Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
3 Months Ago
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
3 Months Ago
merge from siege_weapons
3 Months Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
3 Months Ago
fixed pivot points on construction meshes
3 Months Ago
new merge from /main and /indirect_instancing
3 Months Ago
Merge from /main
3 Months Ago
Merge: from main Tests: none
3 Months Ago
Prevent scientists from magically knowing where you are and homing on you They now have to use their senses, guess and search methodically Allowing them to be surprised, baited and flanked Fix scientists seeing through opaque tarp
3 Months Ago
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3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
Merge from main
3 Months Ago
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3 Months Ago
merge from xmas2024
3 Months Ago
merge from fix_invis_nre
3 Months Ago
Move AnimationUtil to an editor only namespace
3 Months Ago
Merge from primitive/prop_offset
3 Months Ago
Merge from primitive
3 Months Ago
Applied to high caliber revolver as well
3 Months Ago
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
3 Months Ago
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
3 Months Ago
Parent merge
3 Months Ago
Codegen
3 Months Ago
Map backup
3 Months Ago
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
3 Months Ago
Map backup
3 Months Ago
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
3 Months Ago
Manifest fix
3 Months Ago
Parent merge