reporust_rebootcancel

139,834 Commits over 4,383 Days - 1.33cph!

Just Now
Enable Decal layer 0 on atlas_crypt_blend.mat for spray can compatibility
Rin
46 Minutes Ago
merge from crypt_skin_fixes
1 Hour Ago
Commit changed metas from NukeDistant merge
1 Hour Ago
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
2 Hours Ago
Hair dye is now calculated with it's own random generation instead of relying on a combination of hair type and index Should distribute hair colours more uniformly
Rin
3 Hours Ago
merge from contact_image_rendering_fix
3 Hours Ago
Gizmo drawer for hole shapes Fit to mesh function Improve inspector GUI Render in editor for easier testing
5 Hours Ago
Added a Clear active property block button to SkeletonSKin, will only appear at runtime
5 Hours Ago
Merge from parent
5 Hours Ago
Fixed end of tutorial cinematic
5 Hours Ago
Better button styling
5 Hours Ago
Fix search entry bp bug
5 Hours Ago
Minor existing orders polish: - Show 'no existing orders' if the vending machine is empty - Ensure deleting individual orders calls the proper method - Clear out the test entry - Remove all button turns on/off depending on the amount of entires - Fix remove all button not properly removing all the sell orders at once
Today
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
Minor polish on sell order creator section: - Clear buttons now work to clear each of the item/cost sections - Sell order button is now disabled if either of the item or cost sections are empty - No longer auto focus on search - instead focus on it when you select a sell or cost item - Empty the search area when you select on a sell or cost item - Minus buttons set themselves as disabled if the amount is == 1
Today
Increase walk speed animation to 1.5 (was 1.2)
- Add a loading overlay to the existing sell orders when anything is pressed - Remove loading overlay after 200 ms (enough to cover most latency cases) - New existing order container - Setup remove all button
Today
Merge from main (no conflicts)
Ensure the vending admin dialog can be closed
- Various cleanup - Name changes - Remove a bunch of debugging crap
- Ensure Remove All existing orders button is not a toggle - Hooked up item search entry - Properly linked up selection slot buttons
- Fixed a bunch of NREs - Fix sell order creator amount boxes screwing the text when modifying the amounts (no need to allow change alignment)
Today
Mortar explosion. HDR tweak on explosion small for tonemap tweak.
Today
Fixed loop issue on small explosion.
Today
Attack prefab setup. Embedded on deployed like the cannon atm.
Today
More tuning. Backup.
Today
Mortar WIP.
Today
merge from nuke_distant
Yesterday
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Yesterday
merge from main
Yesterday
merge from new_achievements_apr26
Yesterday
Fix BasePlayer.OnDied NRE
Yesterday
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Yesterday
FX stuff
Yesterday
Run codegen
Yesterday
Merge from main
Yesterday
Taking ownership of pooled paths in SetPath is wrong, many callers store and reuse their own path instance between calls, so a path instance could end up having two owners that overwrite each other. To reduce surface area for bugs paths will not be pooled for now, and SetPath will copy into its own buffer not take ownership.
Yesterday
Display independant navmeshes with recast.draw
2 Days Ago
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2 Days Ago
update apartment_complex_monument/prototype
2 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
2 Days Ago
Fix finding unoccupied rooms not checking the size requested, only if they are free
2 Days Ago
Start of code to handle upgrading rooms - transfer items from one apartment to another one
2 Days Ago
Flesh out apartment conversations a bit more
2 Days Ago
Merge: from useplayerupdatejobs_purge - Clean: Removal of UsePlayerUpdateJobs 0 and 1 code - Optim: RelationshipManager now uses cached server occlusion results instead of running new ones - Bugfix: stop NPCs/Bots writing tick history, corrupting internal memory Tests: booted a server from a save and connected to it
2 Days Ago
Merge: from main
2 Days Ago
Bugfix: avoid invalid tick transformation from NPCs/bots that would corrupt array header - added an assert to GetPlayerTickIterator, only place where it's not checked by default Tests: booted a standalone server with a save - was able to connect and run around
2 Days Ago
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