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141,855 Commits over 4,413 Days - 1.34cph!

25 Days Ago
Mortar anim updates
25 Days Ago
Seperate upgrade path logic for prototype/regular
26 Days Ago
Comitting some mitting metas
26 Days Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
26 Days Ago
More UI
26 Days Ago
move "inventory full" toast behind the inventory UI, blocks too much
26 Days Ago
replaced door meshes with door prefabs on kiosks
26 Days Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
26 Days Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
26 Days Ago
update apartment_complex_monument/prototype
26 Days Ago
Buncha fixes.
26 Days Ago
Fix a test fixture convar
26 Days Ago
apartment doors lods, collision and static prefabs
26 Days Ago
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
26 Days Ago
More UI setup
26 Days Ago
Merge: from main
26 Days Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
26 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
26 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
26 Days Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
26 Days Ago
merge from main
26 Days Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets
26 Days Ago
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
26 Days Ago
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
26 Days Ago
Avoid repeated calls to Terrain.activeTerrain
26 Days Ago
testlist
26 Days Ago
Commit the .meta files that keep popping up
26 Days Ago
Skinning update for paintball overalls
26 Days Ago
merge from woodpile_changestage_audio
26 Days Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
26 Days Ago
merge from fix_privaddfriend_vis
26 Days Ago
merge from computer_station_io (only manifest changes)
26 Days Ago
manifest
26 Days Ago
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
26 Days Ago
Fix scientists not shooting most of the time
26 Days Ago
merge from computer_station_IO
26 Days Ago
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
26 Days Ago
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
26 Days Ago
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
26 Days Ago
update from mortar
26 Days Ago
Adding sweep animation with no root motion for 3p character
26 Days Ago
Skinning update for space hazmat
26 Days Ago
Temp fix for scientists not facing their target
26 Days Ago
Fixed ice mask/vest not appearing
26 Days Ago
New(tests): tests for BaseNetworkable.HasCloseConnections and GetCloseConnections - named cell sizes for various layers in NetworkVisibilityGrid Tests: ran tests, failing where expected
26 Days Ago
add io for twitch rivals desk skin
26 Days Ago
Alternate idea
26 Days Ago
console_quickjoin_fix -> main
26 Days Ago
Merge from main
26 Days Ago
Increased timeout slightly to allow FPBuild to handle closing of started processes