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140,381 Commits over 4,383 Days - 1.33cph!

11 Days Ago
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
11 Days Ago
Speculative fix for changes being lost in the graph view of conversations from copilot
11 Days Ago
Split dump commands into parts (adding, no change to original) - Animators - Entities - LODGroups - Network - Physics - Root Objects (all gameobjects all scenes) - Warmup - System info
11 Days Ago
Merge from prototype
11 Days Ago
//Todo
11 Days Ago
More workbench UI work for prototype upgrade
11 Days Ago
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
11 Days Ago
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
11 Days Ago
fix CCTVRemoteCamera missing vclouds and vfog components
11 Days Ago
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
11 Days Ago
Add a way to use multiple animation handles with the player model.
11 Days Ago
fix default rotation of pumpkin in painting menu
11 Days Ago
tighten up waterwheel dismount positions
11 Days Ago
Initial setup for new vending machine admin ui
11 Days Ago
Missing files
11 Days Ago
update phrases - fix overfished message - waterflow message - lootinsafezone msg
11 Days Ago
Bleed fix.
11 Days Ago
More monument scene lighting fixes for updated assets.
11 Days Ago
Merge from main
11 Days Ago
exported latest bowless crossbow viewmodel anims
11 Days Ago
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
11 Days Ago
Scientist Santa restored in the santa sleigh
11 Days Ago
Restore path highlighting
11 Days Ago
Start making conversation for apartment vendor NPC
11 Days Ago
Code gen
11 Days Ago
merge from mortar
11 Days Ago
Mortar anim updates
11 Days Ago
Seperate upgrade path logic for prototype/regular
11 Days Ago
Comitting some mitting metas
11 Days Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
11 Days Ago
More UI
11 Days Ago
move "inventory full" toast behind the inventory UI, blocks too much
11 Days Ago
replaced door meshes with door prefabs on kiosks
11 Days Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
11 Days Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
11 Days Ago
update apartment_complex_monument/prototype
11 Days Ago
Buncha fixes.
11 Days Ago
Fix a test fixture convar
11 Days Ago
apartment doors lods, collision and static prefabs
11 Days Ago
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
11 Days Ago
More UI setup
11 Days Ago
Merge: from main
11 Days Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
11 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
11 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
11 Days Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
11 Days Ago
merge from main
11 Days Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets
11 Days Ago
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
11 Days Ago
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)