reporust_rebootcancel

136,483 Commits over 4,474 Days - 1.27cph!

50 Minutes Ago
UX changes + polish (animations/highlights/better guides)
1 Hour Ago
Refactor demo controls styling into uss rather than just inline styling big chunks.
2 Hours Ago
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
2 Hours Ago
merge from main
2 Hours Ago
merge from shield anim subsystem
2 Hours Ago
merge from main
2 Hours Ago
Better subsystem blending values
2 Hours Ago
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
2 Hours Ago
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
3 Hours Ago
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
3 Hours Ago
Clean up old code/states
3 Hours Ago
Stop pool mountable dragging you along with the cue ball once you shoot
3 Hours Ago
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
3 Hours Ago
Actually put the 8 ball in the middle like real pool Cleaner game in progress/leave game logic - makes everything clearer
4 Hours Ago
Subtract 157099
4 Hours Ago
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
4 Hours Ago
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
4 Hours Ago
Correct values this time
4 Hours Ago
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
5 Hours Ago
main -> game_room_dlc
6 Hours Ago
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
Today
use new RRP/BRP grab pass subshaders for player pixelation
Today
Added tooltips to various elements (texts and close button) on cui.cui_test Updated cui.cui_test background image URL to use https
Today
merge from main
Today
merge from sv_console_history
Today
Added caret repositioning support (using left / right arrows) Use Ctrl to jump to the nearest space https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
Today
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
Today
merge from automated_testing
Today
only players in the game can reset the board, otherwise you must wait for idle endgame timer
Today
darts fixes - fix RPC_UpdateThrowTimer (pretty sure) - fix deploy bounds - fix collider not being representative - include mat in placement guide - remove rotate from placement - set health value - can only palce dartboard on construction - add ground watch - fix look rotation error spam - fix SpawnReticle NRE - fix outofrange exception in 2 player - remove "win game" placeholder effect that was causing crash - adjusted bounds of everything in the prefab
Today
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
Today
merge from fix_realmed_remove_warning
Today
Fix RealmedRemove warnings on small ramp and advent calendar
Today
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
Today
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
Today
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
Today
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
Today
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
Today
jukebox prefab updated with greybox model
Today
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
Today
merge from fix_baseentity_query_nre -> main
Today
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
Today
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
syncvar_initialiser_support
Fix a few NREs called by the new initialiser support
Today
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
Today
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
Today
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
Today
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
Today
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes