reporust_rebootcancel

110,876 Commits over 3,897 Days - 1.19cph!

13 Days Ago
better defaults on sculpting tool data
13 Days Ago
Merge from indirect_instancing
13 Days Ago
Restoring ProjectSettings.asset
13 Days Ago
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
13 Days Ago
- Removed the jitter spread convar as it's no londer needed - Updated the global_TemporalAAParams with the new TAA parameters
13 Days Ago
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs This way we can still bake covers in editor even though monuments are procedural Also optimize the tool to take less than 1s for basic monuments like desert military base
13 Days Ago
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode - also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
13 Days Ago
Fixed hexagon tiles not being killed correctly
13 Days Ago
Added luminance weighing to TAA to reduce flickering
13 Days Ago
jungle_ruins_b iteration2
13 Days Ago
Merge from indirect_instancing
13 Days Ago
removed lodgroup from jungle_ruins_wall_3m_D prefab
13 Days Ago
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13 Days Ago
jungle_ruins_a iteration2
13 Days Ago
metal shield 3p melee attack anim updated
13 Days Ago
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
13 Days Ago
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13 Days Ago
Clean up folders
13 Days Ago
cherrypicking 109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
13 Days Ago
merge from giveitemfailed_toast_fix
13 Days Ago
merge from legacy_shelter_description_change
13 Days Ago
merge from voiceprops_itemstore
13 Days Ago
merge from hackweek_car_radio
13 Days Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
13 Days Ago
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
13 Days Ago
merge from siege_weapons
13 Days Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
13 Days Ago
fixed pivot points on construction meshes
13 Days Ago
new merge from /main and /indirect_instancing
13 Days Ago
Merge from /main
13 Days Ago
Merge: from main Tests: none
13 Days Ago
Prevent scientists from magically knowing where you are and homing on you They now have to use their senses, guess and search methodically Allowing them to be surprised, baited and flanked Fix scientists seeing through opaque tarp
13 Days Ago
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13 Days Ago
merge from main
13 Days Ago
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13 Days Ago
Merge from main
13 Days Ago
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13 Days Ago
merge from xmas2024
13 Days Ago
merge from fix_invis_nre
13 Days Ago
Move AnimationUtil to an editor only namespace
13 Days Ago
Merge from primitive/prop_offset
13 Days Ago
Merge from primitive
13 Days Ago
Applied to high caliber revolver as well
13 Days Ago
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
13 Days Ago
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
13 Days Ago
Parent merge
13 Days Ago
Codegen
13 Days Ago
Map backup
13 Days Ago
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
13 Days Ago
Map backup