reporust_rebootcancel

140,822 Commits over 4,383 Days - 1.34cph!

Yesterday
removed uneeded anims events from some 3p anims
Yesterday
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
Yesterday
Merge: from main
Yesterday
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
Yesterday
Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it
Yesterday
Updated player update animation import preset
Yesterday
exported edited 3p swimming anims
Yesterday
Test placement for accelerate. item setup.
Yesterday
merge from automated_testing
Yesterday
Added category selection to the test runner window
Yesterday
Fixing prisoner hood skinning and missing LODs
Yesterday
Pool table animation clips - loop and prop pass
Yesterday
engineer table stripped - updated
Yesterday
Merge from parent
Yesterday
merge from automated_testing
Yesterday
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Updated some old client tests to use scoped convars
Yesterday
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
Yesterday
Test runner window now supports repeated tests
Yesterday
Update wolf population asset with new convar
Yesterday
merge from main
Yesterday
Add worldmodel component to binoculars worldmodel Add tree and default to workbenches deploy volume
Yesterday
industrial shelves full, half, wall - Adjusted icon colour for better clarity - Adjusted prefab starting material to blue
Yesterday
Some new Light LOD system tests
Yesterday
Merge from elevator_fixes_apr_26
Yesterday
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
Yesterday
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
Yesterday
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
Yesterday
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
Yesterday
Compile fix
Yesterday
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides
Yesterday
Fixed broken NVG sounds
Yesterday
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
Yesterday
Merge from parent
Yesterday
Cherry pick 147457 (asset scene build optimizations)
Yesterday
Enable single frame parenting for AK mag drop effects
Yesterday
HMLMG mag drop now detaches from parent and plays in world space Fixes mag being affected by weapon position/rotation of gun and motion blur issues
Yesterday
Don't set process affinity in editor if running batch mode
Yesterday
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Yesterday
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Yesterday
Yesterday
Protobuf for upkeep
2 Days Ago
Add safezone trigger to apartment complex and make the building blocked + safezone triggers a bit bigger
2 Days Ago
Calculate upkeep time per apartment based on amount of items inside storage - only network to the players who own the apartment rooms - cost is based on explosive items (as configured previously) - payment is based on scrap that is inside your chests (may make a dedicated payment box later) Show upkeep in bottom right when you are within the apartment complex
2 Days Ago
update apartment_complex_monument/prototype
2 Days Ago
Fix priority on apartment scene menu item
2 Days Ago
fixed normals on flame turret guidemesh
2 Days Ago
Remove using as well