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145,016 Commits over 4,444 Days - 1.36cph!

3 Years Ago
updated melee holdtype override controller
3 Years Ago
exported player update first pass melee anim set
3 Years Ago
populated melee holdtype override controller with new melee anims
3 Years Ago
disabled spine ik on hachett entity prefab
3 Years Ago
merge form b_shotgun
3 Years Ago
exported player update melee anim set
3 Years Ago
smallbackpack update
3 Years Ago
merge from gc_buffer_settings
3 Years Ago
merge from fix_guest_enter_main_code
3 Years Ago
merge from legacy_shelter
3 Years Ago
VM lights setup
3 Years Ago
Added total range percentage. GetDetectionPos correctly applies view model cam offset if used. WIP light setup.
3 Years Ago
Added editor-only MainMenuSystem.IgnoreEditorEscapeKey convar to prevent escape key from bringing up the UI when you want to siwtch mouse between editor and scene views without bringing up the UI
3 Years Ago
Bunch of refactor and separate some detector/UI code.
3 Years Ago
Some placeholder VM setup
3 Years Ago
merge from main
3 Years Ago
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
3 Years Ago
Fix wall being buildable between two different buildings allowing TCs to be connected and break
3 Years Ago
Make a new mask specifically for the aim offset layer
3 Years Ago
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3 Years Ago
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3 Years Ago
Cleaned up hand hold parameter handling
3 Years Ago
More solver iterations for server-side to compensate for 16Hz. Greatly reduced jitter
3 Years Ago
Use jobs+burst for 2D painting so very fast strokes don't kill your framerate
3 Years Ago
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand) IK disable param is 0 by default, 1 will fully disable that hand's IK Update rifle reload to reflect new values
3 Years Ago
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
3 Years Ago
Simplified ClientInit, less duplication
3 Years Ago
Finally fixed player neck bone issues properly for both client and server side ragdolls. Will try to clean this up a bit more.
3 Years Ago
Fix default keybinds applying over and over for multiple realms (`prevskin` and `nextskin` specifically)
3 Years Ago
high calibre revolver LODs basic world model prefab setup
3 Years Ago
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
3 Years Ago
Disablling spine IK on a held entity will now enable the AimOffset layer
3 Years Ago
PFX scene backup
3 Years Ago
Confetti meshes
3 Years Ago
Manifest again
3 Years Ago
Merge from main (stomp craggy and manifest)
3 Years Ago
Make arrow renderers children of the bow_root_bone so that it gets turned on/off appropriately during the bow firing animation Update manifest
3 Years Ago
Revert 90141, fix client-side ragdoll neck issues
3 Years Ago
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
3 Years Ago
Confetti cannon takes 3 damage per blast, has 100hp Poolable
3 Years Ago
Set up primitive colliders, deploy volumes, bounds, etc
3 Years Ago
Turn on add_breathe IK pass again
3 Years Ago
Merge main -> ServerSideRagdolls
3 Years Ago
cherry picking new shader from diogo's branch
3 Years Ago
Make sure dropped items that are actually stuck in something never reawaken (fixes stuck arrows falling off)
3 Years Ago
Ensured player is authed on the included priv. Small changes to prefab. Removed adjustable priv. Set priv location to centre of shelter. Adjusted priv range.
3 Years Ago
Sunflower meshes / textures / prefabs / LODs/ billboards
3 Years Ago
Supersample the brush texture when painting so the rotation shouldn't add pixel gaps to them
3 Years Ago
Add spray brushes with random rotation Fix paint object turning black when the light is off and it's night time https://files.facepunch.com/Rohan/2023/November/27_14-50-UnrealisticConch.png
3 Years Ago
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