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122,066 Commits over 4,048 Days - 1.26cph!

2 Years Ago
Made mannequin specific head/torso/feet/etc prefabs (identical to defaults for now) Added a Mannequin skin set config to allow for new materials
2 Years Ago
Skin viewer finds the model's true centre and rotation pivots it around that point.
2 Years Ago
SkinViewer scene gets bootstrap setup and inputs. Basic model rotation.
2 Years Ago
Basic SkinViewer scene with lighting etc, based on ModelViewer scene. Added SkinViewer to the scene list for builds.
2 Years Ago
Testing out a player deployed clothing mannequin Currently works as a 7 slot inventory that player can deposit clothing into, spawns a default player model and displays the clothing Also supports showing skins on items
2 Years Ago
Neutral setup for guncam UI
2 Years Ago
Super minor bounce & screen brightness tweak.
2 Years Ago
Remaining widgets for AH gunner's screen
2 Years Ago
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2 Years Ago
Add a mission objective script which requires the player to press a button
2 Years Ago
Dressing progress
2 Years Ago
Wooden desk progress
2 Years Ago
Updated silo prefabs and meshes Added LODs to a few silo pieces
2 Years Ago
Framed poster prefabs
2 Years Ago
Warhead greybox
2 Years Ago
Backup
2 Years Ago
Guncam progress & related files.
2 Years Ago
UI progress
2 Years Ago
Removed a few large but unused shaders from always included list
2 Years Ago
Scene/UI progress & related files
2 Years Ago
Merge from main
2 Years Ago
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
2 Years Ago
Missing file
2 Years Ago
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2 Years Ago
Roboto mono TMP asset
2 Years Ago
Update HUD to show failed objectives Automatically mark missions dirty when completing or failing an objective
2 Years Ago
compound S2P
2 Years Ago
compound level
2 Years Ago
residential buildings prefab include glue meshes road prefabs - some more overgrowth dressing glue for cemetery fence tweaked decals opacity fixed offset on town square collider
2 Years Ago
fixed some holes left behind in residential buildings LOD2's
2 Years Ago
merge from main
2 Years Ago
cave_large_sewer S2P
2 Years Ago
attempt to fix terrain trigger in cave_large_sewers chimney
2 Years Ago
Manifest update for renamed prefabs
2 Years Ago
visual improvements around scientist mission giver npc (stands out better) made trees and signs harvestable in monument
2 Years Ago
Various heli turret WIP
2 Years Ago
Fixed some issues with the skin picker UI
2 Years Ago
Import first batch of emoji Delete placeholder content
2 Years Ago
HLOD generation will now disable r/w on meshes as part of the build
2 Years Ago
Fixed green pipe option not appearing in radial menu (whoops)
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Scene backups
2 Years Ago
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky) Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
2 Years Ago
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2 Years Ago
Post tweaks for text contrast
2 Years Ago
Text style
2 Years Ago
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05) Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
2 Years Ago
Adjusted cockpit interior lights to match the final gun camera look
2 Years Ago
Added UI to expose new filter options