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129,926 Commits over 4,140 Days - 1.31cph!

1 Year Ago
Ammo model texture setting pass. Optimized texel sizes down to be more consistent with the weapons.
1 Year Ago
Force fur to bypass render queue check the same as Hair is
1 Year Ago
Clean: Removing other TMP hidden warnings Turns out I added an extra csc file that I missed today. Tests: none, trivial changes
1 Year Ago
Fixed hatchet fur not working with viewmodel renderer
1 Year Ago
Parent tunic controller to pelvis & add bone retarget
1 Year Ago
Improved Legacy Wood Piles -> World Update 2
1 Year Ago
World Update 2 -> Aux 2
1 Year Ago
-Added fire extinguisher cabinet world model -Added materials -Added textures -Added fire extinguisher folder structure -Added LODS
1 Year Ago
Fixed floating divesites
1 Year Ago
Fixed wallpaper being colored by shipping container custom colors
1 Year Ago
Also remove water caustics where ocean is culled
1 Year Ago
Removed shore wetness from canyons (again, accidentally reverted)
1 Year Ago
Update: fixing depr warnings in TMP Originally I excluded it from fixes as it was an external package, but it has a couple of our fixes already. Tests: none, trivial changes
1 Year Ago
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
1 Year Ago
Don't render ocean where lakes are (determined by lake topology)
1 Year Ago
more wip clothing
1 Year Ago
Added commands to easily apply and remove wallpaper to building blocks - ent setwallpaper <radius> <skinid> (skinid set to -1 will randomize a skin for each blocks) - ent removewallpaper <radius>
1 Year Ago
merge from FrontierHazmat/burst_cloth
1 Year Ago
Update: Review feedback Avoid creating a struct when fetching state of ParticleSystem Tests: none, trivial change
1 Year Ago
Derive graphview edges to store fsm transition information directly in them
1 Year Ago
Fix undo not working when renaming fsm nodes in the UI or changing state properties
1 Year Ago
Made underwater checks more stringent on divesites
1 Year Ago
Redoing some deployables I lost to a crash
1 Year Ago
Added terrain wetness around rivers and lakes
1 Year Ago
renamed mushrooms.mat to mushrooms_red and added other colour variants. changed to metalness workflow and added slight transmission plus easily tintable in the detail map
1 Year Ago
transmission map
1 Year Ago
FSM UI now properly add new states at mouse location
1 Year Ago
burstcloth - fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
1 Year Ago
Fixed terrain wetness displaying in canyons
1 Year Ago
Fixed lakes not displaying on map Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
1 Year Ago
Deployables
1 Year Ago
Vendor Mismatched Fields -> Main
1 Year Ago
Merge: from main Tests: Build all modes
1 Year Ago
Fixed travelling vendor mismatched fields
1 Year Ago
Merge from world_update_2
1 Year Ago
Fixed rivers having the lake instead of river water body type set
1 Year Ago
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
1 Year Ago
Fixed river splat sometimes going crazy where rivers flow into the ocean
1 Year Ago
Fixed harbors overlapping rivers
1 Year Ago
viewmodel burstcloth angular limit tweaks
1 Year Ago
merge from wallpaper
1 Year Ago
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
1 Year Ago
Support underwater effects in lakes
1 Year Ago
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
1 Year Ago
merge from wallpaper
1 Year Ago
restored viewmodel wallpaper renderer
1 Year Ago
Set all wallpaper skins unlocked by default for now so its easier to test on staging
1 Year Ago
Merge: from /main/pool_reduce_freeunsafe Tests: tested on feature branch with build tests
1 Year Ago
Update: Replace Pool.FreeUnsafe with Free No funcitonal change, just reducing work in the future. Also updated relevant binary. Tests: Build a win64 client locally and built all modes in editor.
1 Year Ago
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact Changed monument spawn filters in world setup prefab