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139,644 Commits over 4,383 Days - 1.33cph!

Yesterday
Fix a test fixture convar
Yesterday
apartment doors lods, collision and static prefabs
Yesterday
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
Yesterday
More UI setup
Yesterday
Merge: from main
Yesterday
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
Yesterday
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
Yesterday
merge from main
Yesterday
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Yesterday
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
Yesterday
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
Yesterday
Avoid repeated calls to Terrain.activeTerrain
Yesterday
testlist
Yesterday
Commit the .meta files that keep popping up
Yesterday
Skinning update for paintball overalls
Yesterday
merge from woodpile_changestage_audio
Yesterday
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
Yesterday
merge from fix_privaddfriend_vis
Yesterday
merge from computer_station_io (only manifest changes)
Yesterday
manifest
Yesterday
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
Yesterday
Fix scientists not shooting most of the time
Yesterday
merge from computer_station_IO
Yesterday
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
Yesterday
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
Yesterday
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
Yesterday
update from mortar
Yesterday
Adding sweep animation with no root motion for 3p character
Yesterday
Skinning update for space hazmat
Yesterday
Temp fix for scientists not facing their target
Yesterday
Fixed ice mask/vest not appearing
Yesterday
New(tests): tests for BaseNetworkable.HasCloseConnections and GetCloseConnections - named cell sizes for various layers in NetworkVisibilityGrid Tests: ran tests, failing where expected
Yesterday
add io for twitch rivals desk skin
Yesterday
Alternate idea
Yesterday
console_quickjoin_fix -> main
Yesterday
Merge from main
Yesterday
Increased timeout slightly to allow FPBuild to handle closing of started processes
Yesterday
renames for wall tiles mosaic textures
Yesterday
merge from playerrigupdate2
Yesterday
Material updates Beard textures
Yesterday
Bunch of UI/UX wip for prototype techtree
Yesterday
some cleanup post merge
Yesterday
main -> console_quickjoin_fix
Yesterday
Move PlayerJoin to UIConnection instead Connect just sends values over to UI rather than through a wrapper method
Yesterday
Fix blurry radtown sign once again, regressed during naval texture optimizations
Yesterday
Change Unlock button text to say Prototype when prototype will be used. Added static strings for both.
Yesterday
merge from main
Yesterday
Don't show the path to a selected node if we have prototype, to show the path won't be unlocked too.