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133,683 Commits over 4,293 Days - 1.30cph!

Yesterday
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
Yesterday
Salvaged cleaver animation blend adjustments
Yesterday
Added gibs for stone component box
Yesterday
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission - Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens - Other minor fixes
Yesterday
Update: rewrite OcclusiongGroups logic to be simpler - updated unit tests with new expectations Each player now has their own occlusion group that they modify as they navigate network grid. OcclusionGroups are driven by network subscription logic. Got couple TODOs and couple unit tests to add, then done Tests: ran unit tests, all passed
Yesterday
S2P islands for ai zones
Yesterday
Day extension for march.
Yesterday
Revert TOD change for branch placement.
Yesterday
Shifted some curves around to make the new TOD cycle 80 minutes instead of 60. Night time stays at approximately the same 10.
Yesterday
junkpile_ladder_clip_fix -> main
Yesterday
junkpile_ladder_clip_fix -> main
Yesterday
merge from main
Yesterday
merge from automatedtesting
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Updating last of the gesture anims to v4 rig
Yesterday
Easel placement setups for scrap and lightup frames
Yesterday
Remove sockets from XL and XXL for easel, comically large and unbalanced
Yesterday
stone, wood panel title and description updated
Yesterday
scrap box panel title and description updated, ran manifest, loca and icon manifest
Yesterday
food, meds, metal box panel title and description updated
Yesterday
armor box, comps box, explosive box panel title and description updated
Yesterday
added viewmodelAspectOffset component to the viewmodel paintallgun.prefab, set -0.0057 in X and 0.055 in Z
Yesterday
updated icons for ammo, comps, stone boxes
Yesterday
ore box naming fix
Yesterday
ammo box naming fix part 2
Yesterday
ammo box naming fix part 1
Yesterday
ptboat_turret_safezone -> main
Yesterday
Don't allow AI or players to shoot mounted weapons when in safe zones
Yesterday
meds box ran manifest, localization and icon manifest
Yesterday
food matrix prefab tweak
Yesterday
meds box item, icon, prefabs. matrix models, setup
Yesterday
Assign steam item to paintball ammo item definition Add error log before trying to access a potentially null steam item in UIBlueprints::UpdateBlueprints Remove impact effect log spam
Yesterday
tryfind_matchiongdeployables_fix -> main
Yesterday
Hardening incase traced ent is null (when finding matching deployables)
Yesterday
Paintball Gun - hopper shader tests
Yesterday
merge from naval_update
Yesterday
Prevent crossing if the vehicle has a non whitelisted vehicles parented
Yesterday
merge from naval_update/deep_sea
Yesterday
boatai_balance_changes -> main
Yesterday
changes on crickets ambience values and storm ambience audio volume
Yesterday
main -> boatai_balance_changes
Yesterday
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
Yesterday
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Yesterday
travelling_vendor_vis_fix -> main
Yesterday
meds box folder struct b
Yesterday
meds box folder struct a