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129,902 Commits over 4,140 Days - 1.31cph!

9 Months Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
9 Months Ago
vendor_stats_fixes -> main
9 Months Ago
Fixed a bunch of issues with single entry placement after changing scaling
9 Months Ago
- Ensured everything is in local time - Setup methods to process into 12 hour time
9 Months Ago
Fixed terrible scaling on stats menu
9 Months Ago
Added 12 and 24 hours options to timescale
9 Months Ago
Add bark and footstep audio to new jump anim
9 Months Ago
siege tower ladders lod and x form fixes. wheels added to guide mesh
9 Months Ago
merge from main
9 Months Ago
Reduced car radio to T1 workbench and crafting time to 15 seconds.
9 Months Ago
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
9 Months Ago
Merge from main
9 Months Ago
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
9 Months Ago
Stripped out the initial towing test code
9 Months Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
9 Months Ago
Horses dung system Fixed dungTimeScale convar not scaling dung production Disabled air time temp ragdoll for now
9 Months Ago
Implement wolf headress effect on wolves
9 Months Ago
Code gen
9 Months Ago
shield 3rd person attack anim split into 3 parts
9 Months Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
9 Months Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
9 Months Ago
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
9 Months Ago
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
9 Months Ago
tweaked emissive slightly to be less blown out
9 Months Ago
set base emission to off on christmas lights
9 Months Ago
Missed Medieval Barricade Texture Files
9 Months Ago
Updated Medieval Barricade Textures and Materials Updated Medieval Barricade Model to fix normal errors
9 Months Ago
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
9 Months Ago
Merge from main
9 Months Ago
Merge: from main Tests: none, trivial merge
9 Months Ago
Merge from simple_upgrade
9 Months Ago
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9 Months Ago
merge ice_sculpture->main (server compile fix)
9 Months Ago
server compile fix
9 Months Ago
Merge from ai_wolf_iteration
9 Months Ago
merge ice_sculptures->main
9 Months Ago
merge from main
9 Months Ago
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
9 Months Ago
Manifest - restore water_treatment_plant_1, stomped in 108847
9 Months Ago
merge from store_renderer_fixes
9 Months Ago
merge from standard_shader_improvements
9 Months Ago
merge from t1ejectionfix
9 Months Ago
Added "StripFromStorePreview" tag, will delete any gameobjects that are loaded in the store preview Fixed snow machine throwing an NRE and not rendering properly
9 Months Ago
Merge from simple_upgrade
9 Months Ago
Merge from modding_prefabs
9 Months Ago
Fixed rotation for invis admin wall
9 Months Ago
Added two missing/unsaved tiled cube prefabs: brick_07 + glass_08
9 Months Ago
Merge from main
9 Months Ago
Merge from main
9 Months Ago
Possibly fix MainCamera NRE when entering/exiting game