reporust_rebootcancel

111,286 Commits over 3,928 Days - 1.18cph!

45 Days Ago
Cherrypick code changes from queue_improvements onto new branch
45 Days Ago
player preview fixes
45 Days Ago
merge from queue_improvements -> aux3
45 Days Ago
Fix compile error by adding missing namespace
45 Days Ago
Delete .private files
45 Days Ago
Undo the subtract
45 Days Ago
Update: change indent_style to 4 spaces Tests: regenerated projects and tabbed a couple times - it's spaces
45 Days Ago
Update: PerfFwkManager can switch scenes - Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines) - renamed PerfFwk.IsReady to IsDone Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet
45 Days Ago
merge from main
45 Days Ago
Use spine3 twice in spinebone list (temp solution for spineIK errors)
45 Days Ago
better gibs and saved better icon position
45 Days Ago
player_model prefab work
45 Days Ago
Remove now uneeded sound defs.
45 Days Ago
Fix double ifdef
45 Days Ago
Refactor to remove duplication.
45 Days Ago
Effects
45 Days Ago
Show building blocked message in upgrade menu.
45 Days Ago
Give box collider support to trigger radiation: - Ensured modding radiation cubes work - Applied Cube Prefabs
45 Days Ago
merge ice_sculpture -> main
45 Days Ago
updated ice sculpture icon - updated render scene as it needs custom tweaking to get an icon rendered
45 Days Ago
Catapult projectiles cleanup
45 Days Ago
Added new ballista bolt items
45 Days Ago
Compile fix
45 Days Ago
ice sculpture pedestal gibs first pass
45 Days Ago
re-baked construction guide mesh
45 Days Ago
update deployment bounds
45 Days Ago
Layer exclusions when upgrading
45 Days Ago
mesh collision for ice sculpture pedestal
45 Days Ago
merge from main
45 Days Ago
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45 Days Ago
Update: Executing deferred command and waiting for it's execution - also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot) Using it to pass control for the actual testing top the game assembly Tests: Ran LoadProcTest, it passed
45 Days Ago
lods and meshlod setup
45 Days Ago
mini crossbow viewmodel animations updated
45 Days Ago
Increase stone wall player deploy volume area to include collision area. Set time placed.
45 Days Ago
- Wrote a script to resolve duplicate bone names by appending digits - Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
45 Days Ago
- Fixed door NRE still happening sometimes - Changed my stupid OnChildAdded override
45 Days Ago
Siege tower prefabs
45 Days Ago
Fixed siege tower drawbridges replication Fixed SiegeTowerDoor NRE Manifest
45 Days Ago
merge from main
45 Days Ago
Initial setup
45 Days Ago
added GameTip for additional sculpting controls
45 Days Ago
able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively) - hit guide changes colour and taost appears with current state - fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
45 Days Ago
Added a detail layer property section to each of the blend shaders
45 Days Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
45 Days Ago
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45 Days Ago
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45 Days Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
45 Days Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
45 Days Ago
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
45 Days Ago
enabled damage layer on all siege tower materials with detailLayer