reporust_rebootcancel

133,163 Commits over 4,293 Days - 1.29cph!

3 Years Ago
merge from cleanup
3 Years Ago
Remove some debug logging.
3 Years Ago
merge from weapon_racks
3 Years Ago
updated pumpjack static prefab
3 Years Ago
Workshop skins work (but a hacky way)
3 Years Ago
updated maetrial on lods on pumpjack static prefab
3 Years Ago
Layout grouped in an optional skin name text field under the weapon name.
3 Years Ago
WeaponRackInfo UI polish & localization tokens
3 Years Ago
Fixed a bug where the ceiling in one of the portacabins would disapper on low graphical settings
3 Years Ago
Some refactor and cleanup
3 Years Ago
Changed the emissive color and scale of the insturial.wall.lamp.on prefab
3 Years Ago
fixed brick skin spiral stairs zfight on highlight
3 Years Ago
setting up pumpjack static prefab and edited oiljack anim controller
3 Years Ago
Padding roof conditional colliders just in case
3 Years Ago
Brick Skin Gap in roof conditional
3 Years Ago
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons without making it looks whack
3 Years Ago
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
3 Years Ago
Fixed inaccurate colliders on L and U stairs brick
3 Years Ago
fixed hammer highlight not complete on brick foundations
3 Years Ago
improved brick skin roof LOD2 visuals added pieces of trim on triangle roofs edges
3 Years Ago
Better eye positioning Animator changes to support deploy animation before transitioning into parachute control anims Don't process input until deploy animation is finished
3 Years Ago
Animator changes to support better freefall animations while parachute is equipped
3 Years Ago
Hook up new animator state
3 Years Ago
Fixed submarines acting like parented players were kept out of water. Only consider mounted players as out of wter
3 Years Ago
Force changes, much improved handling
3 Years Ago
Don't disable submarine parent triggers manually when underwater anymore, since 84684 will do it for us automatically now
3 Years Ago
Unparent from all trigger volumes when underwater so that players don't get pulled down with sinking ships
3 Years Ago
Compile fixes, manifest, codegen, test scene
3 Years Ago
Use crouch collider height while swimming. Fixes not being able to get through doors of tugboats that are on a steep angle under the sea.
3 Years Ago
Merge from main
3 Years Ago
Don't request the server emoji list if the server is running a protocol <= 2398 Temporary fix to prevent any unhandled RPC's when we merge emoji to main and don't bump the network version
3 Years Ago
Merge from main
3 Years Ago
Fixed pixelation flicker glitch on WeaponRackLight
3 Years Ago
Flashbang, F1, Beancan & 40mm underwater boom size adjustments.
3 Years Ago
S/M/L explosion FX variants for the underwater portion as well.
3 Years Ago
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached Start with to handle workshop skins
3 Years Ago
Better emissive texture for supermarket/rocket launch office ceiling lights Fixed position and sizes of the supermarket ceiling lights
3 Years Ago
Fixed the materials of the Pumpjack
3 Years Ago
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3 Years Ago
Update global_networked_bases/2021
3 Years Ago
Convert rug, landmind & floor spikes
3 Years Ago
Right click option will handle multiple selected prefabs
3 Years Ago
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)
3 Years Ago
Can now right click individual prefabs and convert them with the right click context menu Add method to de-convert prefabs from instanced rendering (mainly used to redo conversion from scratch) Fix MeshRenderers being stripped when entity needs to use normal rendering within network range
3 Years Ago
Manually convert doors and mark as "normal rendering in network range"
3 Years Ago
Don't run OnPreCull unless in playmode (errors)
3 Years Ago
One inverted bool convar = hour of debugging
3 Years Ago
large tall weapon rack texture change seeing if i can get the contrast better without making it look whack
3 Years Ago
updated prefab to include new rigged mesh, added colliders, old mesh hidden
3 Years Ago
Manually convert doors