reporust_rebootcancel

78,352 Commits over 3,166 Days - 1.03cph!

38 Minutes Ago
Backup
47 Minutes Ago
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52 Minutes Ago
merge from xmas22_event
52 Minutes Ago
Enabled xmas event Icewalls craftable and default BP xmas tree craftable and default BP advent calendar craftable and default BP Updated airdrop to Santa
1 Hour Ago
network++
1 Hour Ago
merge from main
1 Hour Ago
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5 Hours Ago
Added a useEmptyAmmoState toggle to projectile weapons (under the viewmodel section) Will enable layer 1 on the viewmodel animator whenever the weapon has no rounds in the magazine Will trigger either "ammo_true" or "ammo_false" parameters immediately before reloading to play an appropriate situational reload animation Layer 1 is disabled while the reload takes palce (and will always be disabled after the reload because the magazine now has rounds) Enabled on P17, SAP and M92
Today
Improved pipe viewmodel
Prefab material fixes
Today
Don't show corpse flies on gingerbread gibs
Today
Fixed several UI display issues for category filtering
Today
Performance improvements Fixed some cases where memory leaks could occur
Today
Combiner and pipe tool prefab setup
Today
Merge from parent
Today
Triangle allocation fixes
Today
Bandit town lighting pass WIP
Roam design failsafe
Duplicated the scientist AI design being used by gingerbreads, pointed gingerbread brain to use this one.
Today
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compille fix
Re-implemented clientside brain state listening as an interface, IClientBrainStateListener. Moved client state based facial blendshape control from GingerbreadBrain to GingerbreadNPC
Increased gingerbread dungeon navmesh resolution so that the navmesh isn't floating way off the floor and with large ramps
Fixed gingerbreads damaging each other
Yesterday
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Yesterday
Fixed horses often dismounting the player on top of the horse. Horse dismounting will now prioritise the left and right side dismount points. Also lowered the default ground-based dismount points to near the ground, with backup dismount points that are higher up.
Yesterday
Fix exit dungeon cells rendering a gap on the map (LOD5 is missing a bit of the path, switched to LOD4 instead)
Yesterday
Offset the map while in a dungeon so that it roughly lines up with where the entrance is
2 Days Ago
Merge from main -> cached_server_browser
2 Days Ago
Light fixes
2 Days Ago
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2 Days Ago
Scene progress
2 Days Ago
Tweaked cream pile spec texture to make it work as an SSS map This was done to make the cream pile in the collapsed tunnels look better
2 Days Ago
trying to debug some weird shit
2 Days Ago
Tweaked xmas tunnel lighting Placed gumdrop lights in clumps and more randomly
3 Days Ago
gingerbread footsteps, impacts, and crumble sounds
3 Days Ago
enabled shadow casting on LOD0,1 of codelock
3 Days Ago
Scene backup
3 Days Ago
updated m92 slide pose, updates to controller
3 Days Ago
Tweaked gumdrop materials Converted them to specular boosted glare and added custom emissive textures Updated gumdrop prefabs
3 Days Ago
fix some changes that got lost somehow
3 Days Ago
adding renderer batch script to queue barriers replacing the models by prefabs in the scene ferry drawbridge update with wip model
3 Days Ago
Added pipe wrench tool for industrial pipes - added viewmodel and prefab - added world model w/ lods and prefab - material and textures
3 Days Ago
slide state changes for p17, SAP, and m92 (wip)
3 Days Ago
data tweaks
3 Days Ago
more AI data
3 Days Ago
first pass AI data
3 Days Ago
merge from ai (still wip)
3 Days Ago
fix AI cover directions in dwellings