reporust_rebootcancel

154,357 Commits over 4,536 Days - 1.42cph!

10 Days Ago
merge from static_piano_fix
10 Days Ago
merge from TriangleHatchDeployfix
10 Days Ago
merge from deployanim_fix
10 Days Ago
merge from vehicle_pooling
10 Days Ago
merge from glass_ar_motion_blur_fix
10 Days Ago
merge from new_navmesh_fixes
10 Days Ago
merge from Floating_bandage_fix
10 Days Ago
merge from oilrig_light_fix
10 Days Ago
Merge from main
10 Days Ago
merge from main
10 Days Ago
Renamed deployed entities to include .Deployed per convention.
10 Days Ago
Setup missing socket/checks on gate
Rin
10 Days Ago
merge from mt_snapshot_saving
11 Days Ago
merge from main
11 Days Ago
Merge from main
11 Days Ago
cherry picked martyns rail hide code from changeset 153305 - allows the holosight rail to hide depending on the weapon its attached to.
11 Days Ago
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11 Days Ago
cherry picking 8x scope, handmade sight and holosight refreshes
11 Days Ago
merge from main
11 Days Ago
merge from automated_testing
11 Days Ago
main -> grenade_client_prediction
11 Days Ago
Adjusted and balanced holstered weapon positions to sit closer to chest armour
11 Days Ago
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11 Days Ago
Fixed test runner window not showing the in progress icon on a test running its cases
11 Days Ago
merge from main
11 Days Ago
merge from cookingworkbench_kettle_fix
11 Days Ago
merge from settings_dropdowns_fix
11 Days Ago
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11 Days Ago
Fix placement guide rotations. Hookup icon links and generate/assign icons.
11 Days Ago
merge from store_nre_fixes
11 Days Ago
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Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
11 Days Ago
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11 Days Ago
Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
11 Days Ago
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11 Days Ago
More improvements, prompts, help display.
11 Days Ago
Animal Fence LODs and gibs
11 Days Ago
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
11 Days Ago
let subsystems contribute to IK, move shields to it
11 Days Ago
optim: only add root matrices when we're doing foot IK
11 Days Ago
run job ik on a single playable graph with two outputs rather than two playable graphs
11 Days Ago
added textures, mesh and material for test of cow pattern material.
11 Days Ago
clean up, move things into a single playerik module rather than 3 different layers, run formatter
11 Days Ago
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
11 Days Ago
More glyph support and fixes.