reporust_rebootcancel

154,024 Commits over 4,536 Days - 1.41cph!

12 Days Ago
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13 Days Ago
merge from main
13 Days Ago
Bee grenade world model pass jar bees combined 17 -> 1 renderer in the shared WM Jar Bees prefab with LOD Group slots re-pointed on world model, held entity and tin can alarm updated body LOD0 6586 -> 4618 tris and LOD1 3412 -> 1705 viewmodel backface and blur glass removed from the world model, 29 -> 11 transforms with no real visual difference at that size
13 Days Ago
More null guards, including against sounds
13 Days Ago
De-rigged the M92 world model - 3 skinned renderers over a 4 bone rig replaced with static meshes from a new w_m92_worldmodel.fbx, LOD0 3532 -> 1766 tris, LOD distances and highlight unchanged
13 Days Ago
Two world model prefabs, both had no LOD component and drew at any distance: Added MeshCull to laser detector and door controller worldmodels, both had no LOD and drew at any distance (60m / 100m)
13 Days Ago
fix train headlight beams pooling, add it to tests
13 Days Ago
add wooden skins to scene
13 Days Ago
Guard against accessing null particle systems in PowergridEngineFx
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Put all faces into the face selection - populated according to the bodytype you've selected
13 Days Ago
Update: rewrite prefab scanning to work via SerializedObject/Prop Unity already solves working with structs, so I'll just use their tech Tests: partially wrote out url assignment automation, it assigns a struct field. ran bundle assignation
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- Set up flamethrower canister drop effect, uses mesh renderer for realistic ground impact
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merge
13 Days Ago
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Fix composter showing "Turn on" and "Turn off" menu option - make both stove & composter not show the menu options
13 Days Ago
Hook up livestock coats, not yet gene driven, tested networking, saving, corpses, babies
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13 Days Ago
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13 Days Ago
merge from misc_error_cleanup
13 Days Ago
merge from improved_event_saveloading
13 Days Ago
Slight cleanup and more safety around the spawned instance ids saveloading
13 Days Ago
Chandelier - removed unused material, fixed unnecessary two sided materials
13 Days Ago
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Fix a ghost man occasionally showing up in the character creator due to sss
13 Days Ago
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WIP first pass on randomised small room Variant I
13 Days Ago
Add environment reflections to the character stage - Restores sky reflections in eyes
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Force max res mips for all streaming textures when rendering character icons - prevents camera distance from affecting loaded icons
13 Days Ago
Fix traincaraudio not having a reset state
13 Days Ago
Added new sounds for the animal fences :fence::cow2::fence:
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Added boost settings to options UI
13 Days Ago
look boost
13 Days Ago
Merge from control_sets
13 Days Ago
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Fix motion blur with the Crystal AR by adding a depth-only pass
13 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
13 Days Ago
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Cherry pick 163070: Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
13 Days Ago
main -> character_customisation
13 Days Ago
- Setup lerp system to realign with the server - Fix bugs with immediate release mode
13 Days Ago
merge from main
13 Days Ago
Add transparent layer to new navmesh bake, unity navmesh parity, else it ignores fences and npcs go through
13 Days Ago
Reduce minRegionSizeMeters for navmesh to not nuke small regions, fixing "no navmesh on bandit watch towers", need a better fix in the future
13 Days Ago
Added support for rendering layer masks between renderers and lights
13 Days Ago
Rifle Anim events Update Convert existing per-LOD Hide/Show into HideLods/ShowLods (162612), which is used on the crystal ak. Converts world model magazine/attachment visibility events from four separate Hide/Show calls (one per LOD0-3) to a single HideLods/ShowLods call on LOD0, per the new engine support in 162612. Fixed on all ak rifles, lr300 (and space skin), m16a2, m249, hmlmg, smg & thompson. 17 files updated.
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Fix scientists going through unopenable doors (new navmesh, the puzzle doors)
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- New tuning dials (release types, origin types, offset types) - Setup flare with immediate mode - Clearup predicted prefab if its turned off on do prepare of an object
13 Days Ago
Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
13 Days Ago
- Old cows will go to sleep and die peacefully, instead of player the combat death anim when dying of old age - Cows get slower as they age, they also stay closer to home - Cows can lie down just to chill, old cows chill more than normal - When night falls, cows regroup and sleep together, some cows are early risers and some like to wake up late - Hook sheep and lamb corpses - Hook the death anims with forward momentum that are played when animals are killed while they are running - Fix ai.fillHungerlivestock doing the opposite of what it says - Fix cows never getting hungry or thirsty after feeding or drinking once, or getting full from one single grazing - Fix cows being unable to find food after grazing once, because they search radius was smaller than the "overgrazed" marking - Make cows roam less they seemed more like a pack of wolf than chilling cows