reporust_rebootcancel

140,675 Commits over 4,383 Days - 1.34cph!

Add support to seperate different skins into seperate vending listings. Eg you can sell a skinned ak in a different listing than a regular AK. This is optional and can be toggled on a machine by machine basis in the new UI.
Today
Updating heavy plate armour skinning
Today
setup AK to use flatback charms, setup backpack with flatback variant
pooltable_and_dartboard_models -> game_room_dlc
main -> game_room_dlc
Today
Updating knight armour helmet skinning
Today
move missing file
Today
Merge from main
Today
merge from tincanalarm_v2
Today
Cant open tin can alarm when building blocked
Today
Removed unknown region log spam in editor
Today
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
Today
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
Today
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
Today
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
Merge from main
Today
Merge from main
Today
merge from automated_testing
Today
Merge from industrial_crafter
Today
Craft speed multiplier fix. Pool fix
Today
Cleanup
Today
add engineer reinforced upgrades
Today
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
Today
Optimised test runner window OnGUI stack Editor test runs are faster
Today
adding an industrial crafter test setup save
Today
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
Today
custom editor for attachments to help joint config
Today
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
Today
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
Today
Made the LODBakerTest script compatible with the new Bake functions arguments
Today
updted upgrade placements for engineer and workbench tier 1
Today
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
Today
Merge from parent
Today
deleted duplicate 3p spas anims
Today
moved l96 holdtype to correct folder
Today
Cherry Picked from 130098 (Removing LOD Baker debug code)
Today
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
Today
merge mortar_prototype to main
Today
Remove previousLegAnimatorState tracking, apparently I added that for nothing
Today
merge from main
Today
▄ ▄▆▊▌█ ▌▍▄▆ ▌▍▆█▋▋▅█▉▇▄▄▅▍▋▌▅▅▊▋▅▆▅██▋▉▊▇█▌▊▇
Today
More setup tests
Today
▄ ▉▌▆▍▋▍ ▍▋▉█▇▌▇▇▉▇ ▅█▊▌▉ ▋▆ ▉▉█ ▌▄ ▅▇▋▇▇▋▊▍▆ ▄▆▇▅▆ ▊▌▉▋▌▄▉▆▍ ▍ ▋▇█▋▉ ▋▇▆▄▌▊▅▊▄▉▊ ▊▉▄▅▅▇▊▆▅ █▍▌▉▌▉▍█ ▌▊▄▆▍▇ ▉▊▍▆ ▆▊█▅▉▆▆▇▍▅ ▋▋█ ▊▅▉▅▋▉▋▅▇▊▋ ▌█▉▇▊▆▉ █▆▄▇▊▋▆█ ▉▆█▉▋ ▊▄▆▇▅▇▅ ▋▅▆▄▍ ▍▋▇▄▋▌▋ ▋▊▇▉▇▆█▌▍▆
Today
Removed hull_corner prefabs, unused
Today
▍ ▍█▌▄▍▄ ▍▉▌▍▌█▇ ▍▆█▍█ ▌▉▄█ ▉▇▆▊▊▉▉▊ ▆▉▇▄▉▆▌▋▅▋▉ ▄█▋▋▄▌
Today
merge mortar_prototype to main
Today
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
Today
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change