reporust_rebootcancel

158,692 Commits over 4,566 Days - 1.45cph!

2 Years Ago
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
2 Years Ago
Merge from cctv_shoot_disable -> main
2 Years Ago
merge from ghost_sheet_fixes
2 Years Ago
set bike and horse mountables to animate cloth in worldspace
2 Years Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
2 Years Ago
Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
2 Years Ago
Merge from main
2 Years Ago
Merge from gesturepack
2 Years Ago
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active Log cleanup
2 Years Ago
Tea items
2 Years Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
2 Years Ago
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
2 Years Ago
Bugfix: TreeToolRenderer can render on editor start - Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes Tests: closed editor and reopened, trees started to render
2 Years Ago
Merge from main
2 Years Ago
Merge: from main Tests: none (trivial merge)
2 Years Ago
Merge from corrupt_prefab_handling
2 Years Ago
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly Takes about 5s to scan whole project Catches kayak issue from earlier in the week and another UI prefab issue
2 Years Ago
reduced wind shader values on GhostSheet material
2 Years Ago
Added warming and cooling player modifiers, separately so that they can be combined. Added phrases. Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
2 Years Ago
Merge from main
2 Years Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
2 Years Ago
Disable deployed cameras from being disabled while shot
2 Years Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
2 Years Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
2 Years Ago
Merge from brzone-blending -> main
2 Years Ago
Prefab application & fixes.
2 Years Ago
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
2 Years Ago
Battering ram client steering, brake and throttle client inputs Engine audio baseline
2 Years Ago
Merge from copypaste -> main
2 Years Ago
Fix compile errors
2 Years Ago
add cinematic tool to unify layers of renderables near a light source allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
2 Years Ago
Finalized & prefabbed wall mediums and large.
2 Years Ago
Add ability to snap pasted entities to the terrain - will search based on foundations only - snap entire build to single height even if it overhangs the ledge - convar is `paste_snap_terrain` - can use `paste_height_offset` to control height offset after paste Add more filters - `paste_deployables` - `paste_building_only` (only building blocks) - `paste_foundations_only` Add `copybuilding` - will copy every building block & decay entity of the base you are looking at - won't copy non-decay entities
2 Years Ago
Battering ram attack interaction moved to a world button
2 Years Ago
exported edited viewmodel metal shield animations
2 Years Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
2 Years Ago
Update: TreeToolRenderer tracks everything via a dictionary instead of a list - Also track trees that are roots of scene(helps with domain reloads) This'll avoid stutters in large monuments with a lot of pre-placed trees. Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
2 Years Ago
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
2 Years Ago
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes Tests: opened craggy, add a tree and tried to change prefab - nothing happened.
2 Years Ago
Restored battering ram animations Moved the existing models into a placeholder folder
2 Years Ago
exported edited 3p shield idle pose anim
2 Years Ago
Restored battering ram model position
2 Years Ago
Update: TreeToolRenderer can visualize newly created trees - Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
2 Years Ago
Ballista reloading fixes and cleanup
2 Years Ago
player animator update plus idle pose
2 Years Ago
Snakes now slowly turn to face in-range players. Client-only visual triggers, notifications and optimisations.
2 Years Ago
updated holster position for metal shield
2 Years Ago
Added a very first pass of door controller tests using copypaste to load pre-built circuits
2 Years Ago
voice_chat_cctv -> main
2 Years Ago
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