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130,006 Commits over 4,140 Days - 1.31cph!

5 Years Ago
Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
5 Years Ago
Added conditional corner scripts and links from wall block to wall.half/wall.low/wall.doorway/wall.window blocks
5 Years Ago
Tweaked last fix to remove doubling up of stack size check
5 Years Ago
Fixed overflow items being discarded in a move if the max stack size of the container is less than the max stack size of the item
5 Years Ago
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
5 Years Ago
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5 Years Ago
Removed some unused Animator components from car chassis Fixed axle aim transforms getting twisted when a car is flipped
5 Years Ago
Revert the previous change in TriggerBase since it can remove entities during the loop
5 Years Ago
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
5 Years Ago
Bump network protocol for open vehicles testing
5 Years Ago
adding vehicle damage textures
5 Years Ago
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
5 Years Ago
Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
5 Years Ago
Edit car protection
5 Years Ago
Scene backup - NVG workbench shot
5 Years Ago
Merge from main
5 Years Ago
Added geometric refl/spec anti-aliasing
5 Years Ago
yolo merge from comp
5 Years Ago
Fixed player.mount command not working on modular vehicles
5 Years Ago
Disabled by default Rate limiting config Codegen
5 Years Ago
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
5 Years Ago
Manifest
5 Years Ago
scope position fixes to 3rd person weapon attachments, cleaned up positional offsets on some scope models & re-exported
5 Years Ago
Added an optional Up axis check to the TriggerPlayerForce volume so players aren't repelled away while standing on a vehicle while it's flipped
5 Years Ago
Slight increase to top speed calc
5 Years Ago
Merge from main
5 Years Ago
Cherry pick 50665
5 Years Ago
[D11][#4118] Building plan outline no longer goes invisible underwater
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
[D11] - Tweak to HOT + Swamp water material
5 Years Ago
[D11] Nullchecks in D11DynamicInstancing
5 Years Ago
[D11][UI][#4010] Changed inactive button prompts colour. [#4153] Disabled button prompt for non XBL accounts for view gamer card
5 Years Ago
[D11] New HDRP DoF commands
5 Years Ago
Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
5 Years Ago
Ground effects progress
5 Years Ago
Show notification panel in vitals list when any tea effects are active.
5 Years Ago
[D11] Reducing LOD levels from four to two used for the water to reduce the game object count. Using a 10km outer grid to cover the gap between water and the horizon.
5 Years Ago
Enable LOD_FADE_CROSSFADE on instanced objects Added D11_INSTANCED_TREES to put trees into the instancing system
5 Years Ago
[D11] - Fix for AO looking to heavy
5 Years Ago
Merge from main
5 Years Ago
[d11] lodding/pre-loading skinning improvements
5 Years Ago
Buff icon tooltip improvements
5 Years Ago
merge from main
5 Years Ago
[D11] - Tweaked HOT screen effect
5 Years Ago
Editing mass and performance
5 Years Ago
Cars still having trouble with steep hills, so further increase power and grip. Removing burnout modifier as it reduced grip at low speed, which although it looks cool, is really the opposite of what we need.
5 Years Ago
Some manifest prefab changes
5 Years Ago
Trees are now affected by hurt volumes on cars, supports running into trees to destroy them