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142,070 Commits over 4,413 Days - 1.34cph!

15 Days Ago
Updating knight armour helmet skinning
15 Days Ago
move missing file
15 Days Ago
Merge from main
15 Days Ago
merge from tincanalarm_v2
15 Days Ago
Cant open tin can alarm when building blocked
15 Days Ago
Removed unknown region log spam in editor
15 Days Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
15 Days Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
15 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
15 Days Ago
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
15 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
15 Days Ago
Merge from main
15 Days Ago
Merge from main
15 Days Ago
merge from automated_testing
15 Days Ago
Merge from industrial_crafter
15 Days Ago
Craft speed multiplier fix. Pool fix
15 Days Ago
Cleanup
15 Days Ago
add engineer reinforced upgrades
15 Days Ago
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
15 Days Ago
Optimised test runner window OnGUI stack Editor test runs are faster
15 Days Ago
adding an industrial crafter test setup save
15 Days Ago
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
15 Days Ago
15 Days Ago
custom editor for attachments to help joint config
15 Days Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
15 Days Ago
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
15 Days Ago
Made the LODBakerTest script compatible with the new Bake functions arguments
15 Days Ago
updted upgrade placements for engineer and workbench tier 1
15 Days Ago
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
15 Days Ago
Merge from parent
15 Days Ago
deleted duplicate 3p spas anims
15 Days Ago
moved l96 holdtype to correct folder
15 Days Ago
Cherry Picked from 130098 (Removing LOD Baker debug code)
15 Days Ago
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
15 Days Ago
merge mortar_prototype to main
15 Days Ago
Remove previousLegAnimatorState tracking, apparently I added that for nothing
15 Days Ago
merge from main
15 Days Ago
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15 Days Ago
More setup tests
15 Days Ago
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15 Days Ago
Removed hull_corner prefabs, unused
15 Days Ago
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15 Days Ago
merge mortar_prototype to main
15 Days Ago
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
15 Days Ago
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
15 Days Ago
main -> vendingmachine_ui_refresh
15 Days Ago
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15 Days Ago
Merge: from main
15 Days Ago
removed uneeded anims events from some 3p anims
15 Days Ago
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs