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108,175 Commits over 3,867 Days - 1.17cph!

12 Days Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
12 Days Ago
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12 Days Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
12 Days Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
12 Days Ago
Added fx effects to all of the battering rams wheels
12 Days Ago
merge from fix_quarry_animator_lod -> main
12 Days Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
12 Days Ago
Updating hold types with new animations
12 Days Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
12 Days Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
12 Days Ago
Merge from fix_quarry_animator_lod -> main
12 Days Ago
S2P quarries
12 Days Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
12 Days Ago
missing TowingJointBreakDebug file
12 Days Ago
Move the graphics settings in the options menu into a standalone prefab Render TweakUIDropdown as a dropdown in the preset editor
12 Days Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
12 Days Ago
Show a colour in the Preset select editor
12 Days Ago
Added TowConfig to ballista Prevent mounting and dismount any mounted player when towed
12 Days Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
12 Days Ago
Merge from main
12 Days Ago
Merge from teleportpos_improvements
12 Days Ago
fixed negative scale on dracula cape worldmodel collider
12 Days Ago
Add a confirmation prompt when overwriting a pose
12 Days Ago
Merge from main
12 Days Ago
teleportpos now has more consistent behaviour: teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
12 Days Ago
server-only compile fix
12 Days Ago
client-only compile fixes
12 Days Ago
wip io research table
12 Days Ago
12 Days Ago
Parent merge
12 Days Ago
Prefab backup
12 Days Ago
12 Days Ago
Parent merge
12 Days Ago
LODStripper update
12 Days Ago
Parent merge
12 Days Ago
Slight renaming of button labels on PoseTools
12 Days Ago
Codegen
12 Days Ago
Merge from main
13 Days Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
13 Days Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
13 Days Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
13 Days Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
13 Days Ago
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
13 Days Ago
viewmodel - ammo state/ choosing correct reload states
13 Days Ago
more towing strength adjustment
13 Days Ago
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
13 Days Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
13 Days Ago
Move the shield to the back while reloading a projectile weapon
13 Days Ago
Can't use the ram without starting the engine
13 Days Ago
Recache the viewmodel renderers Added a deploy delay so the player can't block immediately while the deploy anim is playing