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129,845 Commits over 4,232 Days - 1.28cph!

10 Days Ago
Support custom colours for balloon particle pop FX
10 Days Ago
Paintball Gun - Viewmodel, ammo model, bake
10 Days Ago
balloon pack steam item and hooked up item definitions to unlock
10 Days Ago
turret_head_animations -> naval_update
10 Days Ago
Another compile fix
10 Days Ago
Fixed compile errors
10 Days Ago
removed anim events sfx from m4 shotgun idle anim
10 Days Ago
turret_head_animations -> naval_update
10 Days Ago
Stop the reload animations of a turret if you hop off
10 Days Ago
3p smg anims updated with corect spine position
10 Days Ago
Fix some issues with my one shot cancellation
10 Days Ago
Stop current player one shot if mounting or dismounting
10 Days Ago
Made front turret way smoother to look around with
10 Days Ago
3p boat steering tests - added Steering_Boat mountpose enum - added placeholder player sitting pose - added steering anim to player animator - set steering deployable to use pose, updated mount position
10 Days Ago
Rear turret eye adjustment to remove clipping
10 Days Ago
3p bolt rifle anims updated so finger does not clip through the gun
10 Days Ago
set up wind stings and general improvements on the ambience volumes and triggerers
10 Days Ago
naval_update -> turret_head_animations
10 Days Ago
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
10 Days Ago
Added multi-line support for balloon text editing
10 Days Ago
moved some vertex processing into multi-threaded generation
10 Days Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
10 Days Ago
export spas shotgun anims with correct spine position
10 Days Ago
IO line are switched to LOD dynamic when their IO ent is parented to something
10 Days Ago
More IO prefabs deployable on Large Vehicle layer
10 Days Ago
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10 Days Ago
set up birthday hat to be skinnable of candle hat
10 Days Ago
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
10 Days Ago
added gib material with emit disabled
10 Days Ago
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating
10 Days Ago
Update: when running sleeping-/usersinrange, prefer to query from spectating target position Tests: used the commands while spectating
10 Days Ago
multi_drop_nre_fix -> main
10 Days Ago
merge from main
10 Days Ago
add printouts
10 Days Ago
added matrix lods, gibs, material adjusted and updated prefab
10 Days Ago
Medical syringe animation polish pass
10 Days Ago
Hat texture size pass. Flame replacement (still wonky atm in this commit)
10 Days Ago
Merge: from spectate_command_fix - Bugfix for spectate doing nothing when spectating far-away player - Bugfix for error on respawn after spectate if previously didn't have a spectate target Tests: used spectate out of network range 10 times in a row, used keybind to spectate twice in a row - no issues
10 Days Ago
Bugfix: Spectating - when no valid spectator found when starting to spectate, ensure we still set the right SubStrategy - If no spectate targets were found, chat message now contains the used filter Could easily happen for people using keybinds, as keybind sends "spectate True" Tests: using keybind, spectated other player twice in a row - no more errors
10 Days Ago
Bugfix: Spectating - ensure Spectating flag always gets sent to the owner Fallout from the queue skipping optimization Tests: Went outside of network range, waited for subscription to unsub and and started spectating on a 2p server. Did it 10 times - no failures
10 Days Ago
All neon signs deployable on the vehicle large layer
10 Days Ago
More IO prefabs deployable on the large vehicle layer
10 Days Ago
merge from the correct gui_sculpting branch
10 Days Ago
Cherry pick dock and edit fix
10 Days Ago
merge from sdf_sculpting
10 Days Ago
Fix FindDockableStation return logic. Fix occasional NRE disconnect with dock and edit.
10 Days Ago
add hmlmg
10 Days Ago
Merge from puzzle_reset_hotfix
10 Days Ago
Another attempt at arctic rad zone issue
10 Days Ago
Fixed InvalidOperationException in radiation damage