reporust_rebootcancel

139,661 Commits over 4,505 Days - 1.29cph!

2 Years Ago
Tweaked wallpaper textures aniso levels
2 Years Ago
Enabled mip map streaming for all wallpaper textures
2 Years Ago
exported Wolf_GrowlRunToWalkBack animation
2 Years Ago
Update: convert PositionLerp to IPooled Previously implemented as IDisposable, so this was a straighforward switch. Tests: ran a local 2player game, forced the client to disconnect - confirmed EnterPool got called
2 Years Ago
added skin constraints to left him as well
2 Years Ago
Make sure we aren't setting wallpaper on incompatible blocks when using 'ent setwallpaper' command
2 Years Ago
burstcloth - made skin constraint editing less messy
2 Years Ago
burstcloth - added skin constraints to allow explicit separation from defined points on skinned mesh without needing projected collision - works alongside collision constraints, but allows solving explicit issues like knee clipping without having to rely fully on it - applied to hazmat prefab, also reset bone positions
2 Years Ago
Fixed 35-40 calls of TerrainWaterMap vs. WaterLevel
2 Years Ago
-Collision for Fire Cabinet -Added Wall mount model, material, textures, LODS
2 Years Ago
world_update_2 -> world_update_2/radioactive_water
2 Years Ago
Merge: from main Tests: built all modes in editor
2 Years Ago
merge from main
2 Years Ago
merge from tincanalarm_tip
2 Years Ago
Coastal cliffs LOD distance tweaks Fixed slope mask settings
2 Years Ago
Update: fixing invalid namespace reference Tests: none, trivial change
2 Years Ago
Re-enabled foliage displacement on divesites
2 Years Ago
fixing the LS motorbike access to puzzle
2 Years Ago
LS s2p
2 Years Ago
Coastal cliffs Slope masks and LODs
2 Years Ago
Added venetian plaster wallpaper A, B, C (pending icons) and updated skin list
2 Years Ago
Added a game tip explaining how to wire the tin can alarm
2 Years Ago
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
2 Years Ago
viewmodel prefab material update
2 Years Ago
Reduced river length scale so max length is identical to before the recent start width change in 103263
2 Years Ago
Fixed abovegroundpool and paddlingpool having their water body types set incorrectly
2 Years Ago
Merge from main
2 Years Ago
Widened rivers slightly at their origin
2 Years Ago
Fixed DecorSwim breaking from 103228 (removing ocean from water map)
2 Years Ago
Have fsm UI states sync their name with the actual runtime state instance
2 Years Ago
Fixed generated path meshes not preserving the w component when rotating tangents
2 Years Ago
Tie audio tracks to the play buttons
2 Years Ago
Menu prefab
2 Years Ago
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering) Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up) Removes water volumes from lakes (now handled with AddToWaterMap) Eliminated noEarlyExit parameter from WaterLevel Fixed several edge cases in WaterLevel
2 Years Ago
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
2 Years Ago
WIP left hand IK, still not working
2 Years Ago
Merge from fix_zstring_analytics_clear -> main
2 Years Ago
Fix analytics bulk uploader not clearing string buffer between each line serialized
2 Years Ago
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
2 Years Ago
Refactor IK to specify right hand, in prep for left hand pass
2 Years Ago
Compile fixes, cleanup
2 Years Ago
- Don't allow mounting the DPV in shallow water - Dismount player if water becomes too shallow - Removed unused waterlogged check
2 Years Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
2 Years Ago
Added fixcars convar support to the DPV
2 Years Ago
Merge main -> UWSkidoo
2 Years Ago
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped) Fixed mushroom colouring not being applied to dropped mushrooms
2 Years Ago
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia Also supports a custom mode
2 Years Ago
Turn on cast shadows for LOD0 of the mushroom clusters Hooked up the new mushroom materials to the colour swap pallette
2 Years Ago
Fixed timings on reload animation FX call. Iterated on FX.
2 Years Ago
Fixed DigitalClock.FadeOutScreens NRE