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132,615 Commits over 4,262 Days - 1.30cph!

2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
fixed some 90concave_R conditionals in the triangle roof prefab being assigned to container skin
2 Years Ago
Disabled texture streaming in edit-mode
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
set up rocket launcher entity with placeholder grip and holster poistion, exported launcher deploy anim
2 Years Ago
Layout for new vendor ui
2 Years Ago
Youtooz added rigged models and animations
2 Years Ago
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2 Years Ago
Updated Youtooz with animations
2 Years Ago
player update. pickaxe anim set exported and set up holdtype override controller and holster position for it
2 Years Ago
merge from youtooz branch
2 Years Ago
Merge from camlock
2 Years Ago
Cleanup / refactor.
2 Years Ago
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2 Years Ago
AI design viewer/editor shelved work.
2 Years Ago
merge from metal_detector main
2 Years Ago
merge from main
2 Years Ago
Ground fire experiments with new 2021 freeform particle stretching feature.
2 Years Ago
Add some easing to the spine look at weight when looking up or down, leave hand weight untouched though Add a head look at constraint
2 Years Ago
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2 Years Ago
Various hierarchy improvements, gib overrides, set up heavy scientist version
2 Years Ago
Deployable setup Add a Poke interaction, gives comfort in a radius for 15s
2 Years Ago
Added a hand look at constraint and adjusted the spine look weights down to match Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
2 Years Ago
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2 Years Ago
Minor code cleanup, improve clarity on layer use
2 Years Ago
Merge RagdollFloatFix -> main
2 Years Ago
Fix floating server-side ragdolls when construction destroyed
2 Years Ago
Merge SSRagdollDeathVal -> main
2 Years Ago
Merge CorpseRagdollParentingFix -> main
2 Years Ago
Merge from main -> qol_cached_browser_ping_text
2 Years Ago
Prevented animals from doorcamping shelter
2 Years Ago
updated player prefab & skeleton asset to use new rust player avatar
2 Years Ago
Reverted serverside implementation (didn't work) Added to clientside instead (still server only with replicated var)
2 Years Ago
Added server convar to skip death screen warmup
2 Years Ago
player update. exported wip rocket launcher anims and populated rpg override controller
2 Years Ago
Comment
2 Years Ago
Clear mouse Y input when cam is locked. Lerp cam to locked target position.
2 Years Ago
swing bridge whitebox - figuring out design
2 Years Ago
removed shadow proxies using colliders as source and some less precise proxies
2 Years Ago
More tests
2 Years Ago
merge from mesh memory review
2 Years Ago
Stripped out rig controller into it's own prefab for easier merges Added per spine bone look at weights
2 Years Ago
Add animation rigging package (third times the charm) Add new Facepunch.BoneJobs plugin BoneJobs is a stripped down, simplified way of using Animation Rigging without having to use the cumbersome RigController (and espensive) rig handling system that the package depends on Currently only has a single component, the AimSpineComponent Instead of relying on a selection of loose rig controllers, this component does exactly what we need in a single place - adjust all of the spine bones to look at a given target with a variable rotation offset so we can account for 3/4 stance poses on a per weapon basis The advantage of still using the underlying tools in the Animation Rigging package is that the core math is really fast and runs in jobs so we can in theory move all of our IK and bone manipulation handling to threads It also has quite a bit of functionality we want and all of the math already done (quaternions are confusing), so next steps will be porting over some more components that we need
2 Years Ago
Improved eye and eyelid position on both client- and server-side ragdolls
2 Years Ago
- Move all TimedExplosive projectiles to the Physics Projectile layer - Remove collider from those that still had one
2 Years Ago
There's no need to add a EntityCollisionMessage script to rockets and things that don't have a collider. It is needed for stuff like C4, so let's make it conditional.