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108,630 Commits over 3,867 Days - 1.17cph!

4 Months Ago
Not deployable inside trees Always look up and don't use the target normal
4 Months Ago
Merge from main
4 Months Ago
Hook up win and lose animations
4 Months Ago
Merge from community_improvedcountdowns
4 Months Ago
More changes, thanks Plastic
4 Months Ago
Merge TrainBreakBarricades -> main
4 Months Ago
More changes
4 Months Ago
Adjusted damage to barricades by trains, and to trains by barricades
4 Months 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.
4 Months 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
4 Months Ago
Push force damage can be adjusted via trainDamagePerMPS
4 Months 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
4 Months 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
4 Months Ago
Unsaved changes
4 Months Ago
Tuned motorbike headlights.
4 Months Ago
Allow trains to smash through deployed cover barricades
4 Months Ago
Radtown S2P
4 Months Ago
Added a TOD toggle on electrical lighting. Fixed faulty street light bounce.
4 Months Ago
Added mid skin materials Added mid head variation Added EyeAO materials
4 Months Ago
More hill cliff progress / improved cliff shapes / scaled cliffs down
4 Months Ago
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4 Months Ago
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4 Months Ago
Added variable relief sample count based on shader quality level
4 Months Ago
Fixed disp/height map detection in material inspector
4 Months Ago
Codegen
4 Months 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
4 Months Ago
wire material setup and thickness
4 Months Ago
tincanwire mat and materials (need to work out uvs)
4 Months Ago
Radtown S2P
4 Months Ago
Merge from main
4 Months Ago
Various lighting related prefab stuff. Road cone transmission texture.
4 Months Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
4 Months Ago
Add some structure to wolf behaviour code
4 Months Ago
Wire deployable on the Deployed layers
4 Months Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
4 Months Ago
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4 Months Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
4 Months Ago
Tin can alarm art implemented
4 Months Ago
deploy model for tin can alarm
4 Months Ago
split off cans with their own pivot
4 Months Ago
Merge from main
4 Months Ago
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
4 Months Ago
tin can alarm art, lods, gibs, art prefab setup
4 Months Ago
Seperated parenting volumes for above and below
4 Months Ago
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
4 Months Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
4 Months Ago
merge from main
4 Months Ago
Update: Constraining Pool.Free - Step 2 * Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads * Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL) * Changed StreamBuffer overload to be a FreeUnmanaged overload Tests: built all targets in unity
4 Months Ago
Merge main
4 Months Ago
Lowered vehicle parenting volume