reporust_rebootcancel

135,983 Commits over 4,324 Days - 1.31cph!

Today
merge from main
Today
merge from testrunner_editor
Today
updated the 'shield bone arm rotation additive' positions for handguns that are used with the shield and made/added 3p shield block pose to playeraniamtion.controller
Today
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Today
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Today
Quick stability hack for testing
Today
Update the Standard shader's subshader LOD to 0 as we now only have 1 subshader
Today
Flagged all the prefab tests as TestMethodEditor
Today
Added TestMethodEditorAttribute, tests that can run in edit mode (or playmode editor) using the TestRunner. Meant for asset validation tests Some refactoring to support the edit mode/play mode branching Added a cancel button to the editor window Fixed the test result time mismatch
Merge from naval_update
Merge from naval_missions
Suggested simplifications for performance capture
Today
Boxes DLC - updated meshes and LOD distances for tools and guns boxes, rebuilt manifest
Today
Gate behaviour behind new PlayerBoat.DestructibleWrecksEnabled replicated var. Codegen.
Today
Deleting old armoured ladder hatch folder
Today
Adding missing anim controller file for armoured ladder hatch
Today
Handle damage redirect for boat specific deployables.
Today
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
Today
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
Merge from naval_update
Merge from main
Cleanup bits from last commit Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
Today
Merge from hackweek test. Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
Today
merge from coconut_collider_fix
Today
merge from tc_corpse_preventbuilding_fix
Today
Fix tool cupboard softcore corpse missing a prevent building volume
Today
glass material tweaks and meshes that go alongside, more basic vpaint progress
Today
Adding rig for armoured ladder hatch
Today
Enabled Read/Write on Coconut Collider to stop error spam
Today
codegen again
Today
Removed the max cap on the shadow lights convar so it can be increased further for media
Today
merge from main
Today
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
Today
Bypass AI animations again Bypass modular car garage animation
Today
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
Today
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
Today
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
Today
Fixed import on G note tuba play anim (needs at least 1 frame)
Today
Merge from modular_boats_rw
Today
Merge from hackweek_boxsorting
Today
Merge from fix_grenade_split_world_skin
Today
Merge from coconut_collider_fix
Today
Merge from collectable_optim_pass
Today
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
Today
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
Today
Remade water barrel collider with primitives, it had a non-convex mesh collider
Today
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
Today
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
Today
Reduced minecart planter colliders count from 16 to 4
Today
All IO water items deployable on boats