reporust_rebootcancel

133,442 Commits over 4,293 Days - 1.30cph!

1 Year Ago
Updated particle system IK to respect arc shape settings Not 1:1 for regular behaviour, but pretty close
1 Year Ago
Fixed deployed pump jacks not working, re-enabled old oil behaviour
1 Year Ago
Update unused mining quarry deployable (for modding, not vanilla)
1 Year Ago
White loading texture
1 Year Ago
Loading screen now works for clothing (not an entity)
1 Year Ago
Added constant particle emission to rocketlauncher entity for IK debugging.
1 Year Ago
Added loading spinner
1 Year Ago
Merge from backpacks/side_holster
1 Year Ago
Fixed wobbly text by increase UI plane distance (I think the UI was too small)
1 Year Ago
Fix server compile
1 Year Ago
Merge Main -> SkinViewer
1 Year Ago
Merge large backpack art -> backpacks
1 Year Ago
Set up initial individual backpack offsets for all weapons
1 Year Ago
Merge ParentIfValidFix -> Main
1 Year Ago
Remove backpack slot field
1 Year Ago
Use backpack specific offsets on each weapon holster info Apply specific rotation/offsets for both rocket launchers
1 Year Ago
metal detector shovel and site marker models, set up prefabs, icons. Needs some polish
1 Year Ago
Added a TODO to some old code
1 Year Ago
CheckAllParenting method confirms that early-parented corpses actually did enter the trigger, and boots them out of the list if not
1 Year Ago
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
1 Year Ago
Basic working bounds check for ParentIfValid
1 Year Ago
Updated large backpack
1 Year Ago
Experimental fix for NRE in NPC death when in an invalid position
1 Year Ago
Removing my very buggy inside parent check in ParentIfValid for now. Will fix soon.
1 Year Ago
Avoid potential NRE in TriggerParent ParentIfValid
1 Year Ago
Catch any skin refresh failures, so we won't ever get stuck in skinRefreshInProgress forever
1 Year Ago
metal detector addtional bulb at the bottom viewmodel and LODs added it to the the world and viewmodel prefabs.
1 Year Ago
Add enum for "backpack holster behavior" Weapons can either be holstered on the side or back of backpack Default to back of backpack Assign all guns to the side of the backpack (big launchers better on back) Add additional vector3(s) to control backpack holster offsets (some weapons want to be further back or rotated differently)
1 Year Ago
LargeBackpack Model Update
2 Years Ago
Added holster mount bone to backpack wearables which gets retargeted
2 Years Ago
Merge placeholder backpack art
2 Years Ago
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2 Years Ago
level backup
2 Years Ago
reduced opacity of glue material placed glue meshes around buildings
2 Years Ago
Fixed RenderingCommandBuffer error when equipping compound bow
2 Years Ago
Prevent launch site SAM sites shooting down MLRS rockets
2 Years Ago
cobblestone roads baked LODs, town square baked LOD and uv fix updated prefabs
2 Years Ago
Item Store view
2 Years Ago
Eoka more likely to shoot after every failed strike
2 Years Ago
Add profiling
2 Years Ago
Merge from main
2 Years Ago
merge from reduce_held_entity_item_counts
2 Years Ago
Initial implementation of new player remains bag model Show closed state if bag hasn't been opened Show open state once bag has been opened Show debris if the bag has been opened and has more than 3 items in it and it's rigidbody is resting
2 Years Ago
Merge from backpacks
2 Years Ago
Skin loading UI shows when it's actually supposed to (and doesn't show when it isn't)
2 Years Ago
Missed file
2 Years Ago
Loading screen UI, fixed sizing etc with a change of UI type
2 Years Ago
Attack CNY prefab.
2 Years Ago
Loading UI basic text and correct sizing
2 Years Ago
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