reporust_rebootcancel

138,722 Commits over 4,505 Days - 1.28cph!

11 Minutes Ago
merge from main need to reapply 2 changes
19 Minutes Ago
Regenerate testlist, all new ones pass
22 Minutes Ago
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
26 Minutes Ago
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
28 Minutes Ago
merge from fix_airfield_powergrid_indicators
29 Minutes Ago
apply to scene, S2P airfield
31 Minutes Ago
better fix, 3 lights on bottom for door and improved scaling
35 Minutes Ago
Added new honey bandage icon
43 Minutes Ago
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced
47 Minutes Ago
updated texture res for wood armour jacket and pants. set to 1k
50 Minutes Ago
- Various fixes to stop editor multiplayer servers from freaking out when spun up independently (allowing multiple servers to run) - Cleanup SteamClient valid checks - Setup a bunch of new scenarios
56 Minutes Ago
Prefab setup and set dressing/look dev exploration in small room variants J, K, L. Updated mani
1 Hour Ago
Updated wood armour helmet shading and updated textures. set texture resolution to 1k
1 Hour Ago
merge from main
1 Hour Ago
merge from vehicle_pooling
1 Hour Ago
merge from existing fix branch: airfield_powergrid_light_fix
1 Hour Ago
merge from fix_airfield_powergrid_indicators
1 Hour Ago
Merge from main
1 Hour Ago
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing
1 Hour Ago
Misc code improvements for StagedRendererLOD
1 Hour Ago
S2P airfield
1 Hour Ago
fix offcenter and upsidedown airfield powergrid indicators
2 Hours Ago
Updated gate to look more "gate-y"
2 Hours Ago
merge from medical_honey_bandage
3 Hours Ago
fixed muzzle brake flash offset after 3p position corrections for: SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun now matches assault rifle position
3 Hours Ago
square steam images for ice king set
3 Hours Ago
merge from main
3 Hours Ago
merge from main
3 Hours Ago
Instant health 8 -> 10 Healing over time 0 -> 4
3 Hours Ago
new store description for ice king pack, and square steam images for patterned sofa
4 Hours Ago
Add ability to test mutiple virtual clients through just one editor, meaning we no longer need to maintain multiple projects to test multiplayer. Uses the Unity multiplayer playmodepackage. - Setup scenarios for 2,3 and 4 players - Guard a bunch of steam stuff that results in NREs on multiplayer playmode
4 Hours Ago
Test list Reapplied discarded network range changes
4 Hours Ago
merge from main
4 Hours Ago
merge from io_networkrange
4 Hours Ago
Updated the network range of most player deployed IO prefabs, reduced network distance on 48 prefabs
4 Hours Ago
Flare animation updates
4 Hours Ago
Converted card reader, added new tests BaseDetector cleanup
5 Hours Ago
Merge from main
5 Hours Ago
Added fence mesh for deployable and a fence gate mesh for testing.
5 Hours Ago
Fix sprinklers not spraying after a restart, and spraying without watering One behaviour change - a sprinkler now needs water >= 2 to run. It has always needed that to actually water things but previously it would still show the water spraying pfx if the sprinkler was receiving one water
5 Hours Ago
Merge from PlayerMaintainedMonuments
5 Hours Ago
Merge from main
5 Hours Ago
Added a missing stencil block to the Generic shader's deferred pass
5 Hours Ago
Merge from pole_entity_delete
5 Hours Ago
Manifest Commit meta files from new recycler variant prefabs
5 Hours Ago
Made the Stone Sculpture shader work with RRP and removed some unnecessary shader passes that would have caused the shader to generate more variants
5 Hours Ago
Delete powerline pole entity Add comment component to powerline_pole_a
5 Hours Ago
merge from creative_indicator_fix
5 Hours Ago
Fixed creative mode UI indicator persisting in demos when disconnecting from a server while being in creative mode
6 Hours Ago
Merge from command_buffer_names