reporust_rebootcancel

136,670 Commits over 4,474 Days - 1.27cph!

Today
Update(tests): patch ThrownBoomerang Tests: TestMTSave(ThrownBoomerang) pass
Today
Update(tests): patch SingleUseMissionStorageContainer - also have TestServer explicitly create InvokeHandlerFixedTime to avoid DontDestroy call Tests: TestMTSave(SingleUseMSC) pass
Today
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
Today
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass Only render prepass when holes are visible
Today
Update(tests): patch SantaSleigh Tests: TestMTSave(SantaSleigh) pass
Today
Potential fix for occasional SqliteException: Failed to prepare query: database is locked (5) in Unity editor, requiring editor restart to fix it.
Today
Update(tests): patch MobilePhone Tests: TestMTSave(MobilePhone) pass
Today
Update(tests): patch DisplayingBoxStorage Tests: TestMTSave(DisplayingBoxStorage) pass
Today
Update(tests): patch ConstructableEntity Tests: TestMTSave(ContainerCorpse) pass
Today
Update(tests): patch BallistaGun Tests: TestMTSave(BallistaGun) pass
Today
Update(tests): patch WildlifeHazard Tests: TestMTSave(WildlifeHazard) pass
Today
Bugfix(editor): rename TreeManager.Reset into ResetTrees Unity was derping trying to call instance Reset when it was marked as static Tests: TestMTSave(TreeManager) pass
Today
Update(tests): ensure patched BaseCombatEnt have non-0 starting health Allows for Stocking to survive during initial damage tick on spawn Tests: TestMTSave(Stocking) pass
Today
Update(tests): redirect relationship db location to temp path in tests Tests: TestMTSave(RelationshipManager) pass
Today
Merge from playermaintainedmonuments
Today
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests Tests: TestMTSave(ProceduralDynamicDungeon) pass
Today
Update(tests): patch PatrolHelicopter - also bypass map marker spawn in unit tests Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
Today
Update(tests): bypass mapMarkerPrefab spawning in unit tests Tests: TestMTSave(MLRSRocket) pass
Today
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
Today
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
Today
Added skin viewer to premium tab
Today
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
Today
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
Today
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
Today
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
Today
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
Today
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
Today
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
Today
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
Today
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass
Today
Update(tests): patch BaseProjectile Tests: TestMTSave(BaseProjectile) pass
Today
Update(tests): patch BaseGameMode Tests: TestMTSave(BaseGameMode) pass
Today
Bugfix(editor): add NRE check for OnValidate of HeldEntity Tests: TestMTSave(BaseFishingRod) pass
Today
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
Today
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Rin
Today
merge from hackweek_fuse_icon
Today
Fix holes depth target not being assigned for BRP Validation when adding or removing holes to prevent errors
Today
UX changes + polish (animations/highlights/better guides)
Today
Refactor demo controls styling into uss rather than just inline styling big chunks.
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
Today
merge from main
Today
merge from shield anim subsystem
Today
merge from main
Better subsystem blending values
Today
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
Today
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
Today
Clean up old code/states
Stop pool mountable dragging you along with the cue ball once you shoot
Today
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools