reporust_rebootcancel

140,844 Commits over 4,383 Days - 1.34cph!

9 Days Ago
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9 Days Ago
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9 Days Ago
Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
9 Days Ago
Cleanup, fixed some duplicated stuff from the shelves work
9 Days Ago
Add blending between aimdir pitch and reload animation.
9 Days Ago
Fixed some redirects
9 Days Ago
Fix mortar controller transitions not having any conditions
9 Days Ago
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
9 Days Ago
Merge from main
9 Days Ago
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9 Days Ago
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Setup fire effect properly, add effect recycle to muzzle fire fx
9 Days Ago
Animate mortar during loading, disable the animator outside of loading.
9 Days Ago
Attempted fix for 'A session is already active.' EAC error
9 Days Ago
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
9 Days Ago
boatai_los_swapfix -> main
9 Days Ago
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
9 Days Ago
main -> vendingmachine_ui_refresh
9 Days Ago
- Minor polish
9 Days Ago
Missed files
9 Days Ago
Can now make fulll vending order with drag/drop
9 Days Ago
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
9 Days Ago
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
9 Days Ago
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
9 Days Ago
Fix virtual icon dragging not working
9 Days Ago
merge from deepseamarkers_mlrs_fix
9 Days Ago
Fixed deep sea portal marker masking issues with MLRS's map
9 Days Ago
Merge from main (no conflicts)
9 Days Ago
Static prop lantern consistency. Red spotlights on Excavator fixes.
9 Days Ago
These too.
9 Days Ago
Missed some files.
9 Days Ago
Monument fixes.
9 Days Ago
Add drag support to the fake slot and inventory system (not working properly yet)
9 Days Ago
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
9 Days Ago
add workshop on/off toggle for electric furnace effects
9 Days Ago
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
10 Days Ago
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
10 Days Ago
workbench upgrades gibs added
10 Days Ago
workbench gibs fbx added
10 Days Ago
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10 Days Ago
Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
10 Days Ago
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10 Days Ago
Clean: move group initialization from PopulateCells to GetGroup Tests: ran around on craggy
10 Days Ago
Clean: remove Visibility.Manager.groups - also remove all provider == null checks Tests: compiles
10 Days Ago
Mortar export updates
10 Days Ago
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Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing - Upodated all places to use ClientVisibilityProvider instead of null This allows to remove groups from Network.Visiblity.Manager Tests: booted into craggy, ran GameTraceTests
10 Days Ago
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.