reporust_rebootcancel

159,426 Commits over 4,597 Days - 1.45cph!

11 Days Ago
update from main
11 Days Ago
more keyframe code cleanup
11 Days Ago
merge from seagull_update
11 Days Ago
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
11 Days Ago
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
11 Days Ago
merge from render_pipeline_testing
11 Days Ago
Merge from main
11 Days Ago
potential fix for contacts mugshots weirdness on first render
11 Days Ago
Prevent cows and bulls from pushing you when you lead them
11 Days Ago
nuke more unused code
11 Days Ago
-clean up input handling between dolly/director/sandbox -throw all demo session code into #if CLIENT -remove old timeline grid
11 Days Ago
- fix invisble players after switching demoui2 scenes - fix baked animation clips not being cleaned up properly - fix weather settings not being applied - backup scene save files if they can't be read. - a bunch of curve editor fixes - clean up a lot of per frame updates for options that aren't needed
11 Days Ago
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition Just one dangerous method left (plz no more) Tests: industrial + turret automated tests
11 Days Ago
added wool armour plate, worldmodel/LODs. materials/textures. Icon and prefab setup will need values adjusting - used wood as a base.
11 Days Ago
merge from aibrain_sleep_spawn_fix
11 Days Ago
AI movement tick is not ran on AI init if they are sleeping on spawn - long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing
11 Days Ago
Cinelight mesh fix
11 Days Ago
Changing the uzi stock now blocks other actions, like a reload Holstering before the stock change animation finishes cancels the stock change Fix animation issue when firing first shot upon entering play mode Fix admire animation not being cancelled Adjust ADS settings again
11 Days Ago
.meta file
11 Days Ago
merge from cannon_dismount_rotation_fix
11 Days Ago
Fix for facing the wrong way after dismounting a cannon on a boat
11 Days Ago
Bugfix: another batch of fixes from Item.Remove audit - removed 1 alloc DropUtil Tests: ItemContainer unit tests
11 Days Ago
merge from weapon_refresh_nailgun
11 Days Ago
Set renderparam bounds to coarse culling camera bounds Add separate shadow pass with shadow distance convar for testing
11 Days Ago
11 Days Ago
merge from main
11 Days Ago
boataicoordinate_tryclaim_fix -> main (broken merge last time)
11 Days Ago
boataicoordinate_tryclaim_fix -> main
11 Days Ago
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11 Days Ago
Ensure dead drivers dont keep stale HasDriver flags around
11 Days Ago
boataicoordinate_tryclaim_fix -> main
11 Days Ago
boat_ai_movement_improvements -> main
11 Days Ago
workshopskin_warmup_server -> main
11 Days Ago
repairbench_reskin_stall_fix -> main
11 Days Ago
radiation_watergun_fix -> main
11 Days Ago
Fixed the NRE in BoatAICoordination.TryClaimTarget
11 Days Ago
Bugfix: another batch of fixes after review of Item.UseItem usages Tests: none, trivial changes
11 Days Ago
Apples now sway on trees. Moved apple locations on oak_d to the end of the branch. Increased apple LOD distance.
11 Days Ago
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11 Days Ago
Merge from render_pipeline_testing
11 Days Ago
- Minor code cleanup
11 Days Ago
Merge from main
11 Days Ago
merge from 3p_head_wobble_fixes
11 Days Ago
Merge from per_lights_spec_toggle
11 Days Ago
Add a placeholder renovation device deployable
Rin
11 Days Ago
merge from scrap_king_buildingskin_dlc
12 Days Ago
Greatly improve the movement and avoidance code of the scientist boat ai - Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck - Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping) - Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames) - Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target - Fixed patrolling boats circling off the shore forever when their orbit point lands on land
12 Days Ago
merge from main
12 Days Ago
Added specular toggling for the core lighting path and Forward+
12 Days Ago
Throttle friends list rebuilds from status changes to once every 2s while the friends menu is open, instead of every 0.2s