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121,615 Commits over 4,048 Days - 1.25cph!

2 Years Ago
S2P fishing village, compound, banditcamp
2 Years Ago
LOD distance tweaks to queue barriers Made drawbridge playable
2 Years Ago
Fixed snow_machine_static exception
2 Years Ago
merge from main
2 Years Ago
Add SkeletonSkinLOD for male and female gingerbread variants
2 Years Ago
Removed old bandit town xmas lighting prefab, made sure it uses newer version. Tweaked ice rooftops so they don't clip through interior walls. Removed snowman on helipad. Remopved marketplace light strips. Fixed clipping barrel on fishing_village_C.
2 Years Ago
Backup
2 Years Ago
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2 Years Ago
merge from xmas22_event
2 Years Ago
Enabled xmas event Icewalls craftable and default BP xmas tree craftable and default BP advent calendar craftable and default BP Updated airdrop to Santa
2 Years Ago
network++
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Added a useEmptyAmmoState toggle to projectile weapons (under the viewmodel section) Will enable layer 1 on the viewmodel animator whenever the weapon has no rounds in the magazine Will trigger either "ammo_true" or "ammo_false" parameters immediately before reloading to play an appropriate situational reload animation Layer 1 is disabled while the reload takes palce (and will always be disabled after the reload because the magazine now has rounds) Enabled on P17, SAP and M92
2 Years Ago
Improved pipe viewmodel
2 Years Ago
Prefab material fixes
2 Years Ago
Don't show corpse flies on gingerbread gibs
2 Years Ago
Fixed several UI display issues for category filtering
2 Years Ago
Performance improvements Fixed some cases where memory leaks could occur
2 Years Ago
Combiner and pipe tool prefab setup
2 Years Ago
Merge from parent
2 Years Ago
Triangle allocation fixes
2 Years Ago
Bandit town lighting pass WIP
2 Years Ago
Roam design failsafe
2 Years Ago
Duplicated the scientist AI design being used by gingerbreads, pointed gingerbread brain to use this one.
2 Years Ago
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2 Years Ago
compille fix
2 Years Ago
Re-implemented clientside brain state listening as an interface, IClientBrainStateListener. Moved client state based facial blendshape control from GingerbreadBrain to GingerbreadNPC
2 Years Ago
Increased gingerbread dungeon navmesh resolution so that the navmesh isn't floating way off the floor and with large ramps
2 Years Ago
Fixed gingerbreads damaging each other
2 Years Ago
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2 Years Ago
Fixed horses often dismounting the player on top of the horse. Horse dismounting will now prioritise the left and right side dismount points. Also lowered the default ground-based dismount points to near the ground, with backup dismount points that are higher up.
2 Years Ago
Fix exit dungeon cells rendering a gap on the map (LOD5 is missing a bit of the path, switched to LOD4 instead)
2 Years Ago
Offset the map while in a dungeon so that it roughly lines up with where the entrance is
2 Years Ago
2 Years Ago
Merge from main -> cached_server_browser
2 Years Ago
Light fixes
2 Years Ago
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2 Years Ago
Scene progress
2 Years Ago
Tweaked cream pile spec texture to make it work as an SSS map This was done to make the cream pile in the collapsed tunnels look better
2 Years Ago
trying to debug some weird shit
2 Years Ago
Tweaked xmas tunnel lighting Placed gumdrop lights in clumps and more randomly
2 Years Ago
gingerbread footsteps, impacts, and crumble sounds
2 Years Ago
enabled shadow casting on LOD0,1 of codelock
2 Years Ago
Scene backup
2 Years Ago
updated m92 slide pose, updates to controller
2 Years Ago
Tweaked gumdrop materials Converted them to specular boosted glare and added custom emissive textures Updated gumdrop prefabs
2 Years Ago
fix some changes that got lost somehow
2 Years Ago
adding renderer batch script to queue barriers replacing the models by prefabs in the scene ferry drawbridge update with wip model
2 Years Ago
Added pipe wrench tool for industrial pipes - added viewmodel and prefab - added world model w/ lods and prefab - material and textures