reporust_rebootcancel

134,346 Commits over 4,293 Days - 1.30cph!

2 Years Ago
merge from quarry_updates
2 Years Ago
merge from prevent_launchsite_targeting_mlrs
2 Years Ago
merge from eoka_fire_chances
2 Years Ago
merge from industrial_transfer_abort
2 Years Ago
Updated particle system IK to respect arc shape settings Not 1:1 for regular behaviour, but pretty close
2 Years Ago
Fixed deployed pump jacks not working, re-enabled old oil behaviour
2 Years Ago
Update unused mining quarry deployable (for modding, not vanilla)
2 Years Ago
White loading texture
2 Years Ago
Loading screen now works for clothing (not an entity)
2 Years Ago
Added constant particle emission to rocketlauncher entity for IK debugging.
2 Years Ago
Added loading spinner
2 Years Ago
Merge from backpacks/side_holster
2 Years Ago
Fixed wobbly text by increase UI plane distance (I think the UI was too small)
2 Years Ago
Fix server compile
2 Years Ago
Merge Main -> SkinViewer
2 Years Ago
Merge large backpack art -> backpacks
2 Years Ago
Set up initial individual backpack offsets for all weapons
2 Years Ago
Merge ParentIfValidFix -> Main
2 Years Ago
Remove backpack slot field
2 Years Ago
Use backpack specific offsets on each weapon holster info Apply specific rotation/offsets for both rocket launchers
2 Years Ago
metal detector shovel and site marker models, set up prefabs, icons. Needs some polish
2 Years Ago
Added a TODO to some old code
2 Years Ago
CheckAllParenting method confirms that early-parented corpses actually did enter the trigger, and boots them out of the list if not
2 Years Ago
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
2 Years Ago
Basic working bounds check for ParentIfValid
2 Years Ago
Updated large backpack
2 Years Ago
Experimental fix for NRE in NPC death when in an invalid position
2 Years Ago
Removing my very buggy inside parent check in ParentIfValid for now. Will fix soon.
2 Years Ago
Avoid potential NRE in TriggerParent ParentIfValid
2 Years Ago
Catch any skin refresh failures, so we won't ever get stuck in skinRefreshInProgress forever
2 Years Ago
metal detector addtional bulb at the bottom viewmodel and LODs added it to the the world and viewmodel prefabs.
2 Years Ago
Add enum for "backpack holster behavior" Weapons can either be holstered on the side or back of backpack Default to back of backpack Assign all guns to the side of the backpack (big launchers better on back) Add additional vector3(s) to control backpack holster offsets (some weapons want to be further back or rotated differently)
2 Years Ago
LargeBackpack Model Update
2 Years Ago
Added holster mount bone to backpack wearables which gets retargeted
2 Years Ago
Merge placeholder backpack art
2 Years Ago
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2 Years Ago
level backup
2 Years Ago
reduced opacity of glue material placed glue meshes around buildings
2 Years Ago
Fixed RenderingCommandBuffer error when equipping compound bow
2 Years Ago
Prevent launch site SAM sites shooting down MLRS rockets
2 Years Ago
cobblestone roads baked LODs, town square baked LOD and uv fix updated prefabs
2 Years Ago
Item Store view
2 Years Ago
Eoka more likely to shoot after every failed strike
2 Years Ago
Add profiling
2 Years Ago
Merge from main
2 Years Ago
merge from reduce_held_entity_item_counts
2 Years Ago
Initial implementation of new player remains bag model Show closed state if bag hasn't been opened Show open state once bag has been opened Show debris if the bag has been opened and has more than 3 items in it and it's rigidbody is resting
2 Years Ago
Merge from backpacks
2 Years Ago
Skin loading UI shows when it's actually supposed to (and doesn't show when it isn't)
2 Years Ago
Missed file