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115,319 Commits over 3,959 Days - 1.21cph!

5 Years Ago
removing reflection component from triangle floor frames
5 Years Ago
[D11] Shadow cascades: 4 -> 2. Max shadow requests = 2. Changing the distance split to 75m.
5 Years Ago
Fixed gap produced by sheet metal roof side pieces
5 Years Ago
[D11] Fix for 4263 (xbox bootup voicechat crash)
5 Years Ago
[D11] [UI] Potential fix for Stall when look-at tooltips loaded during runtime.
5 Years Ago
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5 Years Ago
better looking stone walls gibs
5 Years Ago
Updated triangle grill and hatch irons
5 Years Ago
merge from building_blocks_2020
5 Years Ago
Improved sheet metal corners visuals
5 Years Ago
Fixed a number of edge case inside terrain AH false positives at cave_large_sewers_hard S2P cave_large_sewers_hard
5 Years Ago
merge from attachment_fix
5 Years Ago
merge from dungchanges
5 Years Ago
Fixed long standing placement issue with picture frames on all tiers of construction
5 Years Ago
Value tweaks
5 Years Ago
Fixed door barricade deployables UVs
5 Years Ago
Fixed monuments covers UVs (and gibs) updated baked lods
5 Years Ago
more better quality gibs (metal/armored floors)
5 Years Ago
Fixed double doors UVs
5 Years Ago
[d11] Mistakingly checked in with the equipment. Its not strictly correct ( would awlays return 0 for the initial lod )
5 Years Ago
lighting fix attempt - import options pass
5 Years Ago
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
5 Years Ago
temp fix to preload sound templates
5 Years Ago
Merge from vehicles -> vehicles/push
5 Years Ago
ensure client prefab is loaded before trying to access it
5 Years Ago
Give Mount action a higher priority than Open
5 Years Ago
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
5 Years Ago
removing more unused animation controller from the modules
5 Years Ago
Reduce STEER_LERP_SPEED for smoother steering wheel lerp
5 Years Ago
Fix map image rendering for hapis and some other custom maps
5 Years Ago
Unified nested attack and collision VFX prefabs into a master folder for ease of iteration. Various effect & material tweakeroos
5 Years Ago
Merge physics fixes -> Vehicles, including the return to Discrete collision detection
5 Years Ago
Increase default grip
5 Years Ago
Return to Discrete collision detection for cars. This will bring back getting stuck in thin objects when hitting them at speed, but cures the bug where vehicles hit anything at speed and suddenly go into slow-motion-floating for a while. Was caused by a combination of Continuous collisions and the server's relatively low-frequency timestep.
5 Years Ago
Test for building privilege using steamID instead of the player (because the player might not exist when using the app)
5 Years Ago
Tweaked ultrawide handling to straighten out ironsights
5 Years Ago
Added a pure compound-collider rigidbody with no additional objects or scripts that can be pushed with keyboard input
5 Years Ago
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5 Years Ago
Modify push to always act in a way that most reproduces the physics bug
5 Years Ago
Water effect iterations.
5 Years Ago
Applied shelved dung changes, with some tweaks.
5 Years Ago
skin approval
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
New blood & water effects Even more effects file cleanups & naming consistency improvs.
5 Years Ago
[D11] [UI] Whats New Web Request Implementation and added translations.
5 Years Ago
[D11] Fix for being able to fire off remaining rounds from old mag just after completing the reload animation