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136,134 Commits over 4,324 Days - 1.31cph!

Yesterday
Buildfix: add missing SERVER guard
Yesterday
Seperated the new UI Settings Export code into it's own partial class (thanks Flavien for the suggestion)
Yesterday
texturing progress - apartment complex monument S2P
Yesterday
Adding my test save
Yesterday
Merge from stability_test
Yesterday
merge from main
Yesterday
Remove the hacks. Add a base ForceChildFullStability func, returns true to respect previous default behaviour. Override in PlayerBoat and return false only when flagged as a destructible wreck with the behaviour enabled. Add PlayerBoat.UseDestructibleWreckStability replicated var to gate this stability behaviour.
Yesterday
Potential fix for "Standing on desks on ghostships tricks the AI"
Yesterday
Moved legacy hair to it's own folder
Yesterday
merge from workshop_animator_controls
Yesterday
Added workshop controls for particles/lights with new WorkshopFXControls component
Yesterday
Added average female skin set Added average female skin set collection for debugging
Yesterday
Fixing outbreak scientist setup
Yesterday
Merge: from duplicate_bot_id_fix - Bugfix for duplicate player id warning when loading a save - Bugfix for editor freezing when loading a save with a player Tests: playground with 1 transient, 1 persistent npc in editor then save -> load -> spawn player loop 3x
Yesterday
Temp fix for "When there is no cover around and the scientists need to reload, they jitter awkwardly"
Yesterday
Player seed updates
Yesterday
merge from testrunner_editor
Yesterday
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Yesterday
Potential fix for "mp5.entity / flashlight.entity changed its network group to null" when spawning new scientists
Yesterday
CodeGen
Yesterday
server_browser_ping_removal -> main
Yesterday
Ensure region sorting button uses the correct background
Yesterday
Merge: from main Also renamed branch: duplciate_bot_id_fix -> duplicate_bot_id_fix
Yesterday
server_browser_ping_removal -> main
Yesterday
Remove DeveloperOnly restriction from Indirect Instancing Convars
Yesterday
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Yesterday
Fix naval scientists not lighting up their laser or flashlight weapon attachment at night
Yesterday
- Show ping and region on connection modal - Servers without a region tag will be put to the bottom of the list - Missed files - Minor browser code folder cleanup
Yesterday
Missed file
Yesterday
Added TestRunner.Pipeline, an access point for the build pipeline to run all the editor tests in one go
Yesterday
Merged from settingsmenu_export_config branch. Add a context menu option to UI_Settings components that lets you Export all the Settings at once. Currently it will provide it formatted for ADX and a rougher format for Excel.
Yesterday
Bugfix: fix bot id being shared when loading a save Fixed by reconstructing the free bot ID list and free bot id counter Tests: playground with 1 transient and 1 persitent bot, couple loops of spawn player -> save -> load
Yesterday
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Yesterday
Remove the export to console option as it's no longer useful. Improved button description.
Yesterday
merge from testrunner_editor
Yesterday
Restored TestRedirects
Yesterday
Added a popup editor window when exporting that allows for copying the results to the clipboard (as they get truncated by the console and I always just copy and paste them anyway).
Yesterday
- Display the correct region - Region translation - Look and cache provided region tag on each server - Servers without region tags (eg Unknown region) are put at the bottom - Fix error stopping sorting via region
Yesterday
merge from naval_update/io_boats
Yesterday
Plant pot deployable on boats
Yesterday
Better checks for IO entities not sharing the same root parent
Yesterday
Add an assertion when trying to update visibility while jobs are running
Yesterday
Fix assertion triggered when another player uses a telephone
Yesterday
updated ballista ik hand positions
Yesterday
Clean: fix formatting in BasePlayer-SaveLoad.cs Tests: none, trivial change
Yesterday
Bugfix: recycle bot IDs when loading from a save This was leaking a bunch of IDs, likely harmles on maps with low bot population Tests: loaded craggy with preplaced bots (both persistent and transient). Spawned extra bots, their ID count was starting from 1
Yesterday
Bugfix: skip trying to draw water bodies if camera planes are not initialized Was causing a lot of asserts when loading into Craggy with debug unity editor Tests: booted craggy with debug editor - no more invalid plane normal asserts
Yesterday
Bugfix(editor): schedule QueryVisJobRunner jobs early to avoid editor freeze Tests: was able to load craggy save with players multiple times in a row
Yesterday
Fixed ioentity.allow_on_boats convar including Signage
Yesterday
Paintable reactive target deployable on boats