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136,005 Commits over 4,474 Days - 1.27cph!

Today
Clean: minor refactor - remove dead prop - wrap unparentTime in prep for moving to it's own state array Tests: compiles
Today
Manifest update
Today
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
Today
Bugfix(tests): use passed in array instead of global static when checking overlap with player Same bug as before but on a batched path - guess I was sleep deprived yesterday. Tests: ran all AH perf and unit tests - they pass
Today
Bugfix(tests): use correct array when checking overlap with other player Fixes PerfIsFlying tests, gotta fix the batched now Tests: ran perf + unit tests
Today
Fixed crash when closing dev tools
Today
Move cathode volume component into project
Today
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)
Assigned material to halloween costume
Today
Fixing import warnings for haloween costume
Today
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
Today
merge from smallbackpack
Today
Added the lens dirtiness volume component
Fixed downloadable backpack workshop model
Today
Cathode renderer feature Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Today
Trying new impact detection method out
Today
Add debug drawing for impact
Today
Prevented the night light volume component from being null in a build
Today
Submitting alien costume with new mat names
Today
merge from main
Today
Removed old EngineUI prefab
Today
Yeeted and moved more stuff
Today
Clean: move IsNoClipping code to unit tests Tests: compiles
Today
Moved the supermarket freezer in a more logical position, more space all around. Supermarket S2P
Today
Removed old console code and prefabs
Today
First pass on cow prefab Basic FSM with idle and roam
Today
Merge from main
Today
Added debug.emptytankermodule and debug.filltankermodule commands
Today
Added some help to the water catcher panel
Yesterday
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
Yesterday
Fixed an infinite GUILayout issue when inspecting modular vehicles Crude oil pump now requires powergrid to be active (level 1 for now) Adjusted rates, spawn less per tick but much faster ticks
Yesterday
Obfuscation fix
Yesterday
Created a new GenericMountableAnimationSubSystem Designed for mountables that just use a single clip (ie. most of them) Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item Updated chair_animtest to demo behaviour
Yesterday
main -> game_room_dlc
Yesterday
Compile fix
Yesterday
Merge from satellite_crash, fixing static control computer not being mountable at launch site.
Yesterday
Merge from playermaintainedmonuments
Yesterday
Remove logging now.
Yesterday
Increase movement speed
Yesterday
Merge from monument_cc_logging
Yesterday
Remove control seeat from launch site s2p
Yesterday
Revert rolling changes Reduce stop threshold
Yesterday
Add the control chair to the control computer prefab itself
Yesterday
- Clean out a bunch of overly complex equidistant test code - Setup world spline with the correct values to ensure equdistance without a seperated method
Yesterday
Fix mount anchor visibillity. Fix insanely large bounds after prefab/art changes.
Yesterday
Merge from apartment_complex_monument
Yesterday
S2P apartment complex
Yesterday
Harsher pausing
Yesterday
Logging to figure out mount issue with control computer at monument
Yesterday
Missed files