reporust_rebootcancel

130,308 Commits over 4,232 Days - 1.28cph!

1 Year Ago
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1 Year Ago
Update: Executing deferred command and waiting for it's execution - also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot) Using it to pass control for the actual testing top the game assembly Tests: Ran LoadProcTest, it passed
1 Year Ago
lods and meshlod setup
1 Year Ago
mini crossbow viewmodel animations updated
1 Year Ago
Increase stone wall player deploy volume area to include collision area. Set time placed.
1 Year Ago
- Wrote a script to resolve duplicate bone names by appending digits - Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
1 Year Ago
- Fixed door NRE still happening sometimes - Changed my stupid OnChildAdded override
1 Year Ago
Siege tower prefabs
1 Year Ago
Fixed siege tower drawbridges replication Fixed SiegeTowerDoor NRE Manifest
1 Year Ago
merge from main
1 Year Ago
Initial setup
1 Year Ago
added GameTip for additional sculpting controls
1 Year Ago
able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively) - hit guide changes colour and taost appears with current state - fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
1 Year Ago
Added a detail layer property section to each of the blend shaders
1 Year Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
1 Year Ago
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1 Year Ago
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1 Year Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
1 Year Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
1 Year Ago
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
1 Year Ago
enabled damage layer on all siege tower materials with detailLayer
1 Year Ago
Buildfix: added missing namespace qualifier Tests: none, trivial change
1 Year Ago
Stop NRE on clearing feed
1 Year Ago
Get admin panel stats instance properly
1 Year Ago
adding damaged materials for the ram shell
1 Year Ago
Bugfix: resolve location of asset bundles when running standalone perf test - Also symlinking server bundles instead of client, for now Tests: ran the LoadProcTest, no more logs of failing to open bundles
1 Year Ago
ram bucket texture upres - 1k feels a tad lowres for a focal point object
1 Year Ago
fixed incorrect material definition on battering ram rear door LOD2
1 Year Ago
merge from creativemode_io_text
1 Year Ago
Only show the creative mode text when a pending wire is active
1 Year Ago
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
1 Year Ago
icreased grid resolution further
1 Year Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
1 Year Ago
Added placeholder damage and damage script to catapult
1 Year Ago
Merge: from main Tests: none (big merge, going to fix any issues in follow up commits)
1 Year Ago
Bunch of compile fixes
1 Year Ago
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1 Year Ago
merge from teslacoil_tweaks
1 Year Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Fixed battering ram door wheels culling, set to isDynamic
1 Year Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
1 Year Ago
fixed entity bounds on ice sculpture
1 Year Ago
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1 Year Ago
meta changes on some collider meshes
1 Year Ago
manifest update