reporust_rebootcancel

128,445 Commits over 4,201 Days - 1.27cph!

Today
Adding m92 refresh viewmodel rig
Today
Merge from parent
Today
Merge from volume_checks
Today
Merge from volume_checks
Today
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
Today
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
Today
Remove debug drawing
Today
Setup remaining blocks
Today
Updated folder paths, updated test list
Today
merge from cargoship_cameras
Today
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
Today
Renamed Tests folder to AutomatedTests
Today
Wrapped all the test code in #if DEBUG
Today
DDraw .meta files
Today
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
Today
Update: codegen Tests: editor compiles
Today
Merge: from main
Today
Cherrypick DDrawCommand from naval update
Today
merge from main
Today
Loot Panel sorting ui
Today
merge from boat_building
Today
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
Today
merge from naval_update
Today
merge from deepsea_height_data
Today
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
Today
undid temporary boat code, now using heightmap queries regularly
Today
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
Today
rebaked tropical scene shore data to include heightmaps
Today
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
Today
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
Today
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Today
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
Today
Knight Armour vest and pants repose.
Today
More setup and experimenting.
Today
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Today
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
Today
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
Today
Missed some floating walkway commits
Today
Fixed glass mesh layer (transparent > world)
Today
Consolidated into new lighting prefab.
Today
merge from pivot_or_die
Today
Compile fixes
Today
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
Yesterday
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
Yesterday
Centralize logic that checks if a npc bullet will be blocked if they fire
Yesterday
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Yesterday
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Yesterday
Remove disabled gameobject from new UI
Yesterday
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
Yesterday
Merge from ui_improvements