reporust_rebootcancel

126,655 Commits over 4,109 Days - 1.28cph!

1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
Client build fix
1 Year Ago
merge from main
1 Year Ago
merge from cleanup
1 Year Ago
merge from main
1 Year Ago
merge from august_art_bugfixes
1 Year Ago
Fixed a wild pooling/input field bug that was making the autocomplete emoji popup options sometimes insert the incorrect emoji when clicked
1 Year Ago
BaseMountable now calls ModifyCamera on it's VehicleParent (if it has one) Better camera control on parachute, lock the players eye position to it's actual model eye position
1 Year Ago
Fixed gutting fish resulting in incorrect item pickup notices if the resulting items were placed in a stack
1 Year Ago
Introduce drag gradually over a second as the parachute is deployed for a more natural look
1 Year Ago
Refactor foot ik to have less huge blocks of copy and pasted code Fix foot Ik caching a bad position if the foot IK raycast does't hit anything, leads to better responsiveness when landing
1 Year Ago
Merge AttackHelicopterPreTurret -> Aux2
1 Year Ago
1 Year Ago
Fix missile pos negative collider scale complaints
1 Year Ago
Adjust interruption rules on jump animation for better responsiveness when landing on the ground
1 Year Ago
A complex merge from Main -> AttackHelicopter with 56 reconciled conflicts
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix initializing & destroying instanced rendering system not working (at least in editor)
1 Year Ago
Added freefalling blend tree animation, normalize forward and right animation parameters when falling with a parachute equipped
1 Year Ago
Added an AnimatorLOD to the mining quarry
1 Year Ago
Add animatorSpeedChange quarry variable to control animator ramp up/down Fixed missing animator and renderer connections
1 Year Ago
Cannon related FX & some more random stuff Unused file cleanup.
1 Year Ago
Moved the exhaust to the real location, and adjusted the texture so that it doesn't look like a window. Muzzle tweaks.
1 Year Ago
Firing effects WIP & related temp files.
1 Year Ago
pumpjack scrolling material update
1 Year Ago
played myself, there was one more tiny instance
1 Year Ago
fixed all cases of mesh flickering on the powerline platforms
1 Year Ago
fixed all major collision mesh issues for the powerlines weapons shouldn't go through the mesh now
1 Year Ago
primitive lootbox fix - fixed albedo/ao/spec/normals - fixed dodgy rope normals - improved them - FBX Position and prefab zeroed, and scaling at 1,1,1 - fixed ao texture set to 2048 when texture is 512
2 Years Ago
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2 Years Ago
Merge from nexus
2 Years Ago
Merge from main
2 Years Ago
updated prefab (adjusted light position also)
2 Years Ago
adjusted caboose.fbx so that the top compartment is less wide and not as high. Updated collision mesh
2 Years Ago
Adjust RPC message TTL based on the timeout duration
2 Years Ago
Use default skinId for ShadowOnly renderers
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
2 Years Ago
added fall to skydive anim and new state in animator, updated skydive idle loop
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Editor screenshot tool wip/tests
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
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2 Years Ago
Added more clearance to the underground stations to fit in all train module types
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Add debug to figure out why trees are not showing as billboards