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139,690 Commits over 4,383 Days - 1.33cph!

Yesterday
Fix NRE when renaming a demo shot to a name that already exists
Yesterday
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Yesterday
Remove log when loading player inventories for the first time
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
merge from playerrigupdate2
Yesterday
Modified skinning on the leather gloves
Yesterday
Updated underwear male/female meshes
Yesterday
Updated player mouth/voice logic to work with new player models (and made jaw rotate as well as move)
Yesterday
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
Yesterday
Speculative fix for changes being lost in the graph view of conversations from copilot
Yesterday
Split dump commands into parts (adding, no change to original) - Animators - Entities - LODGroups - Network - Physics - Root Objects (all gameobjects all scenes) - Warmup - System info
Yesterday
Merge from prototype
Yesterday
//Todo
Yesterday
More workbench UI work for prototype upgrade
Yesterday
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
Yesterday
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
Yesterday
fix CCTVRemoteCamera missing vclouds and vfog components
Yesterday
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Yesterday
Add a way to use multiple animation handles with the player model.
Yesterday
fix default rotation of pumpkin in painting menu
Yesterday
tighten up waterwheel dismount positions
Yesterday
Initial setup for new vending machine admin ui
Yesterday
Missing files
Yesterday
update phrases - fix overfished message - waterflow message - lootinsafezone msg
Yesterday
Bleed fix.
Yesterday
More monument scene lighting fixes for updated assets.
Yesterday
Merge from main
Yesterday
exported latest bowless crossbow viewmodel anims
Yesterday
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
Yesterday
Scientist Santa restored in the santa sleigh
Yesterday
Restore path highlighting
Yesterday
Start making conversation for apartment vendor NPC
Yesterday
Code gen
Yesterday
merge from mortar
Yesterday
Mortar anim updates
Yesterday
Seperate upgrade path logic for prototype/regular
Yesterday
Comitting some mitting metas
Yesterday
More neon sign work - new art, LOD0s only so far, some texture adjustments
Yesterday
More UI
Yesterday
move "inventory full" toast behind the inventory UI, blocks too much
Yesterday
replaced door meshes with door prefabs on kiosks
Yesterday
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
Yesterday
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
Yesterday
update apartment_complex_monument/prototype
Yesterday
Buncha fixes.
Yesterday
Fix a test fixture convar
Yesterday
apartment doors lods, collision and static prefabs
Yesterday
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
Yesterday
More UI setup