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126,704 Commits over 4,109 Days - 1.28cph!

2 Years Ago
Fixed dropped items not sleeping on Tugboat. This actually adds a system that fully disables the physics on any dropped items that aren't moving (local space) for a while, which might provide some general performance improvement. OnPhysicsNeighbourChanged event wakes the items on floors being destroyed etc.
2 Years Ago
Fix not being able to equip hazmat suits Remove back slot on Wearable occupation slots
2 Years Ago
WIP switching parachute to operate from the main inventory and not wearable Render an item considered a backpack (parachute in this case) on the player model if it's in the main inventory container
2 Years Ago
Adjust canopy colliders to prevent the parachute getting instantly destroyed by deploying the parachute too close to a structure behind the player Added tips
2 Years Ago
Unequip the held item when deploing the parachute, re-enable equipping once the starting animation is complete
2 Years Ago
Improved turning behaviour Add an item popup when a parachute is repacked Fixed durability not properly getting assigned on parachute spawn
2 Years Ago
▋▍▉▍▍▆▇▄▄ ▅▆▍▍▅▄▄▄▋▄▊ ▆▉▌▌ █▊▇█▆▌▌▅▇▉▇ ▍▄▇▅ ▍▉██▆▅▍ ▍▌▊▉▊ ▉▄▌ ▊▅▅▋▉▇▍▍▋▅▇▅▊█▌▄ ▄▋▊▄▅▋ ▅▊ ▊▉▊▉▌▋▅▇▅▉.
2 Years Ago
Adjusting colliders so that the whole canopy now has colliders
2 Years Ago
Manifest, fixes demo issues
2 Years Ago
Cache notifies at runtime, no longer need to hook them up to the Wearable component
2 Years Ago
Added support for clothing to turn off specific meshes if something goes into the back slot Hooked up on abyss suit as an example, disables oxygen tanks while parachute is equipped
2 Years Ago
Add new back clothing slot Update hazmats to allow back pieces to be worn at the same time
2 Years Ago
Fixed so doors (and other placeholder entities) will always show default skin outside of network range Massively simplify render component stripping for instanced prefabs Revert MaterialReplacement so it still adds to prefabs & strips them out right after for instanced prefabs
2 Years Ago
Prefabs updated after removing field
2 Years Ago
Remove "HideInsideNetworkRange" field
2 Years Ago
Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent` Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
2 Years Ago
Fix neon sign paintable layers not being transparent in unpainted areas
2 Years Ago
Disable applyToSkinRenderers for all neon signs to fix frame animations not working
2 Years Ago
merge from experimental
2 Years Ago
merge from main
2 Years Ago
merge from building_skins_3
2 Years Ago
added oil jack belt and metal mesh colliders to pumpjack prefab
2 Years Ago
merge from cleanup
2 Years Ago
Remove some debug logging.
2 Years Ago
merge from weapon_racks
2 Years Ago
updated pumpjack static prefab
2 Years Ago
Workshop skins work (but a hacky way)
2 Years Ago
updated maetrial on lods on pumpjack static prefab
2 Years Ago
Layout grouped in an optional skin name text field under the weapon name.
2 Years Ago
WeaponRackInfo UI polish & localization tokens
2 Years Ago
Fixed a bug where the ceiling in one of the portacabins would disapper on low graphical settings
2 Years Ago
Some refactor and cleanup
2 Years Ago
Changed the emissive color and scale of the insturial.wall.lamp.on prefab
2 Years Ago
fixed brick skin spiral stairs zfight on highlight
2 Years Ago
setting up pumpjack static prefab and edited oiljack anim controller
2 Years Ago
Padding roof conditional colliders just in case
2 Years Ago
Brick Skin Gap in roof conditional
2 Years Ago
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons without making it looks whack
2 Years Ago
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
2 Years Ago
Fixed inaccurate colliders on L and U stairs brick
2 Years Ago
fixed hammer highlight not complete on brick foundations
2 Years Ago
building_skins_3 -> aux2
2 Years Ago
improved brick skin roof LOD2 visuals added pieces of trim on triangle roofs edges
2 Years Ago
Better eye positioning Animator changes to support deploy animation before transitioning into parachute control anims Don't process input until deploy animation is finished
2 Years Ago
Animator changes to support better freefall animations while parachute is equipped
2 Years Ago
Hook up new animator state
2 Years Ago
Fixed submarines acting like parented players were kept out of water. Only consider mounted players as out of wter
2 Years Ago
Force changes, much improved handling
2 Years Ago
Don't disable submarine parent triggers manually when underwater anymore, since 84684 will do it for us automatically now
2 Years Ago
Unparent from all trigger volumes when underwater so that players don't get pulled down with sinking ships