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137,070 Commits over 4,352 Days - 1.31cph!

41 Days Ago
Bugfix: OcclusionGroup - account for server loading a save potentially recalculating network group - added a unit test to stress this scenario Seems like a weird edge case, but it means we gotta work around it Tests: ran unit tests
41 Days Ago
paintable reactive target health and protection fix, now matches existing reactive target
41 Days Ago
Paintball FX files Work scene backup
41 Days Ago
Added some prevent building cols to the lightup frames for consistency Fixed deploy guide on the XL variant
41 Days Ago
armor box lods and gibs
41 Days Ago
Syncvar saving fixes for frames and easel, fixes to ornate frame configuration menu
41 Days Ago
Fixed all scrap frames deploy volumes and missing prevent building collider Also fixed the XL and XXL variant prefabs using themselves as deploy guides
41 Days Ago
exported paintable target rig with latest mesh and set rotational error to 0 on its anims to prevent snap to idle
41 Days Ago
Fixed all ornate frames deploy volumes and missing prevent building collider
41 Days Ago
split paintable target hit reaction anims into two parts and added to its anim.controller so the hit reaction plays instantly on every shot rather than playout the whole anim till it ready to play again
41 Days Ago
Fixed all artist canvases deploy volumes and missing prevent building collider
41 Days Ago
Paintable Reactive Target - Updated main material to standard shader (breaks paint visibility)
41 Days Ago
Reserialize_Prefabs_2 -> main
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p26 - DONE
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p25
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p24
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p23
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p22
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p21
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p20
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p19
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p18
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p17
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p16
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p15
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p14
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p13
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p12
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p11
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p10
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14k files to go
41 Days Ago
Paintable Reactive Target - Fixed paint leaks on other UVs (added padding), fixed deployable layers, fixed deployable guide mesh, improved IO ports positions. Rigged mesh needs updating to the new UV2 channel. Material still doesn't support met/rough
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p8
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p7
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p5
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p6
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p2
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p3
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p4
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Reserialize Prefabs - 15k file changes. improve build times Day 2, Attempt 201 uploading, fuck plastic Sometimes errors are unknown because fuck plastic Sometimes errors are unsupported because fuck plastic maybe it'll work this time NOPE Again? No Day 3, reattmpting is the meaning of life pressing check in over and over again? insanity is doing the same thing over and over again and expecting different results, yet here I am I'm going look like a idiot once this finally works I'm going put something heavy on my enter key so it keeps retrying what the heck is method 190 This is peak games development Lets try parts again - Part 1
41 Days Ago
Updating the shadow cascade splits when the shadow preset convar is set
41 Days Ago
More old menu deleted prefabs
41 Days Ago
mountplayersync_ai_bypass
41 Days Ago
Roll out parenting syncing to the turret seat and the double 50 cal seat
41 Days Ago
Merge: from playerinventory_oncycle_optim - Buildfix for client Tests: none, trivial change
41 Days Ago
Buildfix: add SERVER guards Tests: none, trivial change
41 Days Ago
Fixed incorrect set parent check on the right branch this time
41 Days Ago
Merge: from playerinventory_oncycle_optim - Bugfix for exception of duplicate key when loading container with cookables Tests: unit tests
41 Days Ago
Bugfix: ItemCointainer loading items no longer throws due to stale itemsWithOnCycle Fixed by resetting itemsWithOnCycle before population Tests: unit tests
41 Days Ago
Fixed incorrect set parent check