reporust_rebootcancel

145,581 Commits over 4,444 Days - 1.36cph!

7 Days Ago
merge from main
7 Days Ago
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7 Days Ago
Fix an issue with streamer mode showing your own name when use_steam_nicknames is enabled
7 Days Ago
update from main
7 Days Ago
Merge from main
7 Days Ago
Merge from main
7 Days Ago
set dressing progress in floor 5
7 Days Ago
converting all Acceleration/VelocityChange to use Force/Impulse in prep for engine change
7 Days Ago
Merge from main
7 Days Ago
re-factoring the apartment wing prefab a bit with all floors set dressing organised under props disabled a bunch more shadow casters on top floor, base for 5th
7 Days Ago
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7 Days Ago
Only enforce additional parent validation if an AreaCheck socket mod is present on a deployable, otherwise revert to original behaviour
8 Days Ago
Created a separate Electrical Branch config UI prefab so all I/O cant be named
8 Days Ago
update SetRenderFunc calls
9 Days Ago
subtract 153677 areacheck_parent_fix
9 Days Ago
cherrypicking 153697
9 Days Ago
merge from spraycan_reskin_refactor
9 Days Ago
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10 Days Ago
fix for last thrown dart in 2p counting as next players first throw
10 Days Ago
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10 Days Ago
Communal interiors progress / top floor dressing
10 Days Ago
Glass AR - worldmodel
10 Days Ago
fix scoreboard not updating for 2nd player potential fix camera bug by removing viewmodel camera bone animation
10 Days Ago
Exclude SimpleBuildingBlock from tests as we are only interested in testing deployables here, not construction, high walls or wall frame socket pieces
10 Days Ago
Gamesroom - ran localization - ran manifest - ran skins
10 Days Ago
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10 Days Ago
Gamesroom Minifridge; - Greybox wip model for minifridge - Setup item, skin files and prefabs - Icon, material setup
10 Days Ago
RRP contact shadows fixes
10 Days Ago
Tidy up how deployables are filtered for this test by using a new TestParameterSource
10 Days Ago
Fixed a bug on the TestRunnerWindow where clicking 'run' would incorrectly run editor tests in play mode after changing prefab source attributes because of stale values. Changing this and my editor test worked again. Previous unreliable fix was to untick and retick tests before running but that didn't work for me
10 Days Ago
Some cleanup
10 Days Ago
Ugly initial setup to stop grenades + c4/satches from feeling laggy to throw and stop them coming out of the players eyes
10 Days Ago
Implemented the new client version notification: if a new release or staging client is released, the player gets a local notification telling them to update their game Latest changeset numbers are in the manifest, so its refreshed after every manifest update
10 Days Ago
Moved notification convars to a partial class
10 Days Ago
oops
10 Days Ago
add debug layer for contact shadows
10 Days Ago
set up RRP renderer datas for skinviewer cameras
10 Days Ago
Fix compile error
10 Days Ago
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant Deleted some powergrid testing prefabs
10 Days Ago
integrated new dartboard model
10 Days Ago
Never failed but ran recalculate bounds on flameturret.deployed
10 Days Ago
Exclude electric.windmill.small from the test. All tests pass :tada:
10 Days Ago
changed from renderedLod to Meshlod on metal and wood parts
10 Days Ago
Manually shrank SnowMachine bounds to only cover the deployable. The snow effect didn't need to be covered. Tested in Craggy, no behaviour change. Test passes
10 Days Ago
monument blockers: addressing feddback on the collapse version and checking in first pass on the vent
10 Days Ago
Recalculated bounds on igniter.deployed. Test passes