reporust_rebootcancel

137,535 Commits over 4,474 Days - 1.28cph!

5 Months Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
5 Months Ago
loot_container_populateloot_fix -> main
5 Months Ago
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
5 Months Ago
merge from hackweek_more_tests
5 Months Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
5 Months Ago
merge from main
5 Months Ago
Add poolable component to contional contents, hide/show box contents depending on building privilege
5 Months Ago
merge from naval_update/io_boats
5 Months Ago
Fixed pressure pads being deployable halfway through walls
5 Months Ago
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
5 Months Ago
Add IsStatic to boat building station, set for static deployed version. Don't destroy a static BBS when finishing via the wheel.
5 Months Ago
Updated and Improved Makeshift Coffee Table Prop LOD 3
5 Months Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
5 Months Ago
Deployable test for missing guide mesh
5 Months Ago
Tweaked Vertex AO Values on Makeshift Coffee Table Prop Created Makeshift Coffee Table Prop Prefab Setup Makeshift Coffee Table Prop Prefab, LODS and Colliders
5 Months Ago
merge from hackweek_more_tests
5 Months Ago
Handle multiple groundwatch components in the groundwatch test
5 Months Ago
Restored spotlight and tripod spotlight deploy guides
5 Months Ago
Fixed issue when meshes with and without uv2 channel were combined in the same batch
5 Months Ago
merge from main
5 Months Ago
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
5 Months Ago
merge from testrunner_editor
5 Months Ago
Compile fix
5 Months Ago
Boxes DLC - fixed LOD issue with ammo box
5 Months Ago
merge from main
5 Months Ago
updated planners and wallpaper 3p run anim
5 Months Ago
merge from testrunner_editor
5 Months Ago
Fixed some selection bugs
5 Months Ago
updated planners and wallpaper 3p anims/override controllers
5 Months Ago
Split editor and runtime tests into two tabs Styling changes
5 Months Ago
fixed issues with sunken and combat knives which are causing issues on the player update - combat & sunken now match each others orientation - contain no offsets in the model ( entity still does but will be zeroed on the player update) - set scale factor of combat world model to 1 (it was set to 1.5) and re-sized actual model correctly - removed transforms/rotations of models - re-connected the combat knife in it's entity - named knife correctly (w_knife instead of knife_w) - re-adjusted bounds and removed offsets on their .worldmodels
5 Months Ago
server_browser_remove_ping -> main
5 Months Ago
force player model to use average female skin set (for degbugging)
5 Months Ago
Makeshift coffee table updated with vertex AO
5 Months Ago
Updated blockouts for apartment sets
5 Months Ago
Added Open Results button, reorganized the button bars Loading a result auto enables filtering, clearing results resets filtering
5 Months Ago
Removing unecessary quotes that would silently fail parts of the Server pipeline
5 Months Ago
Check for skins_access value when checking if a steam item is in our inventory
5 Months Ago
Merge from main
5 Months Ago
merge from PlayerRigUpdate2
5 Months Ago
Cap mask updates, material tweaks
5 Months Ago
Added debug hair materials
5 Months Ago
Fixed the test window not showing live results on some tests, unified the parameter normalization
5 Months Ago
crypt building skin works with upgrade_radius and related commands
5 Months Ago
big merge from main autoresolve conflicts in roof.prefab and roof.triangle.prefab
5 Months Ago
Automated tests window changes: - Added a rerun failed button - Fixed the foldout arrows not clickable - Leaving playmode mid tests cancel the run correctly and generate results - Tests can only run in the automated test scene - Run button shows a playmode icon if clicking it will start playmode
5 Months Ago
merge from main
5 Months Ago
Merge from indirect_instancing_canvas_rendering_issue
5 Months Ago
Merge from main
5 Months Ago
Removed another BroadcastRefresh call that wasn't needed