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120,534 Commits over 4,018 Days - 1.25cph!

Yesterday
Setup obsidian knife for weapon racks.
Yesterday
Adjusted kapok lods
Yesterday
tidied up salvaged_bamboo_shelves folder and renamed to remove spaces
Yesterday
rebuilt manifest just incase
Yesterday
Salvaged Bamboo Shelves - Set up with model, textures, materials, gibs, prefabs and manifest
Yesterday
vine_visuals_line_up_fix -> jungle_update
Yesterday
Greatly reduce the vine point moving strengh. Should fix issues with the visuals not matching mountable position
Yesterday
jungle_update -> Aux3
Yesterday
vine_visuals_render_fix -> jungle_update
Yesterday
Possible fix for vines not rendering until within interact range
Yesterday
Setup death info
Yesterday
fixed gloves clipping with clothing
Yesterday
made vine descend anims for 1st/3rd person and edited dismount viewmodel holdtime to 0.5 in VineSwingMountable.prefab
Yesterday
merge from cocoknight_armour gloves conditionals
Yesterday
fixed missing hands on cocoknight gloves
Yesterday
MacOS Test: Added back support for a single spatially aware env volume for forward rendered objects
Yesterday
renamed cocoknight arms to gloves, changed occupation so they swap out other gloves, - currently they have no hands so that needs fixing
Yesterday
Added conditional mesh component to arms armor
Yesterday
Try to orient the starting trail towards the player
Yesterday
bug fixes for 3p player rope climbing anims appearing stretched
Yesterday
merge from wood armour gloves
Yesterday
Fixed an issue with exporting default normal maps from the rust workshop
Yesterday
turned srgb off cocoknight ao
Yesterday
Merge from jungle_update
Yesterday
Fixed a potential scale issue
Yesterday
merge from cocoknight branch
Yesterday
added floor half shelves and shallow wall shelf prefab placeholders
Yesterday
Hunter vision boost baseline Animals leave a trail behind them that players can see when the buff is active
Yesterday
Clean up some invokes
Yesterday
Merge from deferred_indirect_lighting_occlusion_fix
Rin
Yesterday
Fixed Snake Venom worldmodel collider
Yesterday
Merge from jungle_update
Yesterday
merge from jungle_update - inital DLC item
Yesterday
Bump all dart velocities after feedback I nerfed them too hard
Yesterday
merge from jungle_update
Yesterday
merge from jungle_dlc (items still WIP)
Yesterday
merge from jungle
Yesterday
Merge from jungle_update
Yesterday
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
Yesterday
More blowpipe vm tweaks
Yesterday
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
Yesterday
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
2 Days Ago
vine_3d_renderer -> jungle_update (3rd time lucky)
2 Days Ago
compile error
2 Days Ago
Merge from jungle_update
2 Days Ago
vine_3d_renderer -> jungle_update
2 Days Ago
Merge from main
2 Days Ago
UV support
2 Days Ago
vine_3d_renderer -> jungle_update
2 Days Ago
Massive performance boost: Reduce vine ms usage by 50%. Only run coroutine spring lerps on use, snap to position on init> Additionally: Only run spring lerps if end point or hang point are different to what they should be