reporust_rebootcancel

139,945 Commits over 4,383 Days - 1.33cph!

6 Minutes Ago
Merge: from main
10 Minutes Ago
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42 Minutes Ago
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2 Hours Ago
Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
2 Hours Ago
Cleanup, fixed some duplicated stuff from the shelves work
3 Hours Ago
Add blending between aimdir pitch and reload animation.
3 Hours Ago
Fixed some redirects
3 Hours Ago
Fix mortar controller transitions not having any conditions
3 Hours Ago
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
3 Hours Ago
Merge from main
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
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4 Hours Ago
Setup fire effect properly, add effect recycle to muzzle fire fx
4 Hours Ago
Animate mortar during loading, disable the animator outside of loading.
5 Hours Ago
Attempted fix for 'A session is already active.' EAC error
5 Hours Ago
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
6 Hours Ago
boatai_los_swapfix -> main
6 Hours Ago
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
main -> vendingmachine_ui_refresh
- Minor polish
Missed files
Can now make fulll vending order with drag/drop
Today
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
Today
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
Fix virtual icon dragging not working
Today
merge from deepseamarkers_mlrs_fix
Today
Fixed deep sea portal marker masking issues with MLRS's map
Today
Merge from main (no conflicts)
Today
Static prop lantern consistency. Red spotlights on Excavator fixes.
Today
These too.
Today
Missed some files.
Today
Monument fixes.
Add drag support to the fake slot and inventory system (not working properly yet)
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
Today
add workshop on/off toggle for electric furnace effects
Today
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
Today
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
Today
workbench upgrades gibs added
Today
workbench gibs fbx added
Today
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Today
Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
Today
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Today
Clean: move group initialization from PopulateCells to GetGroup Tests: ran around on craggy
Today
Clean: remove Visibility.Manager.groups - also remove all provider == null checks Tests: compiles
Today
Mortar export updates
Today
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Today
Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing - Upodated all places to use ClientVisibilityProvider instead of null This allows to remove groups from Network.Visiblity.Manager Tests: booted into craggy, ran GameTraceTests