reporust_rebootcancel

139,665 Commits over 4,505 Days - 1.29cph!

2 Years Ago
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
2 Years Ago
Fixed river splat sometimes going crazy where rivers flow into the ocean
2 Years Ago
Fixed harbors overlapping rivers
2 Years Ago
viewmodel burstcloth angular limit tweaks
2 Years Ago
merge from wallpaper
2 Years Ago
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
2 Years Ago
Support underwater effects in lakes
2 Years Ago
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
2 Years Ago
merge from wallpaper
2 Years Ago
restored viewmodel wallpaper renderer
2 Years Ago
Set all wallpaper skins unlocked by default for now so its easier to test on staging
2 Years Ago
Merge: from /main/pool_reduce_freeunsafe Tests: tested on feature branch with build tests
2 Years Ago
Update: Replace Pool.FreeUnsafe with Free No funcitonal change, just reducing work in the future. Also updated relevant binary. Tests: Build a win64 client locally and built all modes in editor.
2 Years Ago
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact Changed monument spawn filters in world setup prefab
2 Years Ago
updated wallpaper view/ world model prefabs and vm rig with latest mesh
2 Years Ago
Skin setup Created wallpaper steam item and flagged the default wallpaper skins as unlocked by default
2 Years Ago
Added a setting to ItemSkin to let us flag a skin as unlocked by default
2 Years Ago
blowpipe viewmodel mesh for alex temp textures
2 Years Ago
Restored wallpaper.entity WallpaperModelRenderer components
2 Years Ago
Code cleanup, comments
2 Years Ago
Updated Wallpaper World Model FBX to fix flipped UV's on LOD 1 and 2 FIxed Wallpaper World Model FBX not having LODs Updated Wallpaper View Model and World Model to have correct names and data names FIxed Wallpaper World Model UV rotation error.
2 Years Ago
Merge: from main Tests: none
2 Years Ago
Fixed digital clock UI server fields mismatch
2 Years Ago
wip deployable scene item setup
2 Years Ago
Fixed WallpaperModelRenderer server fields mismatch
2 Years Ago
Updated Wallpaper Viewmodel and Worldmodel to the latest FBX
2 Years Ago
updated wallpaper entity with latest world model meshes
2 Years Ago
Finished weapon items scene setup
2 Years Ago
Fixed offset not being 1:1
2 Years Ago
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone Still not quite 100% accurate to the authored gun position Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
2 Years Ago
merge from reload_animation_timings
2 Years Ago
Merge from main
2 Years Ago
Merge main -> UWSkidoo
2 Years Ago
Fixed actual gameplay prefab for testing
2 Years Ago
Add [System.NonSerialized] to savedTrackSpeed
2 Years Ago
Fixed inertia tensor z becoming zero on bikes after sleep/wake cycle (+minor formatting fixes)
2 Years Ago
Updated C4 mats & textures to use Rust Standard instead of the deprecated custom shader. Updated the lighting on C4. Explosion related WIP backup.
2 Years Ago
Merge from missing_component_warning_cleanup
2 Years Ago
Moved all ModelViewer assets into an Editor folder to hopefully prevent it being included in asset bundles
2 Years Ago
Removed the missing component on the demo playback record shot object, unsure what it was but the functionality seems unchanged
2 Years Ago
Fixed gibs getting spawned when picking up an elevator
2 Years Ago
Fixed player placed elevators not working
2 Years Ago
Fixed the neon light in player placed elevators causing a material leak, now uses MaterialPropertyBlock
2 Years Ago
Fixed elevators not being able to move if they are in a different network group to their parents
2 Years Ago
Merge DuplicateGUIDFix -> main
2 Years Ago
Merge UnassignLaunchSite -> main
2 Years Ago
Merge TrainDecouplingImprovements -> main
2 Years Ago
Removed OnPreCouplingChange saved data. Set new coupledBackwards bool per train car when it's first integrated into a new CompleteTrain, always use that as a reference instead of calling CompleteTrain GetIsCoupledBackwards again. and don't let anything mess with it after that. Fixes various bugs with getting the wrong data after uncoupling etc. Also fixed CompleteTrain init order issues.
2 Years Ago
merge from main -> full_server_demo_client_reader
2 Years Ago
Merge from optimize_f1_console_autocomplete -> main