reporust_rebootcancel

128,101 Commits over 4,109 Days - 1.30cph!

10 Months Ago
Polish to catapult art. Added decal renderer to catapult prefab.
10 Months Ago
HCR viewmodel anim updates
10 Months Ago
corrected body used by horse for towing and some hitch->tow renaming
10 Months Ago
Complete/fail setup
10 Months Ago
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10 Months Ago
Initial scene setup
10 Months Ago
merge from main
10 Months Ago
Experimental changes to horses, trying to improve the gamefeel - Added subtle neck movement in the direction you're heading - Increased turning speed - Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
10 Months Ago
Start/stop basics
10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
10 Months Ago
QteEntity, QteSnake and TriggerQTE basics.
10 Months Ago
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10 Months Ago
Added snake model to entity
10 Months Ago
Initial files/prefab/folders
10 Months Ago
Merge from main
10 Months Ago
10 Months Ago
small caves rocks dressing
10 Months Ago
medium caves rocks dressing
10 Months Ago
Allow surrender gesture when ducking
10 Months Ago
merge from /world_update_2/flashlightfixes/fulloverhaul/
10 Months Ago
merge from travelling_vendor_fixes_2
10 Months Ago
merge from patrol_heli_crash_filters
10 Months Ago
merge from radioactive_water_buff
10 Months Ago
large caves rocks dressing
10 Months Ago
update to mil tunnel rocks prefab, some terrain tweaks to go along
10 Months Ago
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10 Months Ago
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10 Months Ago
Some folder restructuring now that we have actual assets
10 Months Ago
Reapply animator changes
10 Months Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
10 Months Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
10 Months Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
10 Months Ago
Slight value tweaks
10 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
10 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
10 Months Ago
Prevent Bunker Entrances being valid targets for heli crash
10 Months Ago
Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection - round radiation on server to nearest whole number
10 Months Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
10 Months Ago
Fix crafting queue getting stuck at 0 seconds and wrong item when reordering crafting queue and cancelling items
10 Months Ago
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
10 Months Ago
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10 Months Ago
Merge from main
10 Months Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
10 Months Ago
merge from main
10 Months Ago
merge from wallpaper
10 Months Ago
merge from stables_npc_fix
10 Months Ago
Fix NRE happening on TravellingVendor::IgnorePlayer