reporust_rebootcancel

140,899 Commits over 4,383 Days - 1.34cph!

9 Days Ago
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
9 Days Ago
Update: cleanup ClientVisibilityProvider when disconnecting from the server Tests: disconencted from local server
9 Days Ago
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
9 Days Ago
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
9 Days Ago
Merge: from main
9 Days Ago
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9 Days Ago
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9 Days Ago
Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
9 Days Ago
Cleanup, fixed some duplicated stuff from the shelves work
9 Days Ago
Add blending between aimdir pitch and reload animation.
9 Days Ago
Fixed some redirects
9 Days Ago
Fix mortar controller transitions not having any conditions
9 Days Ago
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
9 Days Ago
Merge from main
9 Days Ago
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9 Days Ago
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9 Days Ago
Setup fire effect properly, add effect recycle to muzzle fire fx
9 Days Ago
Animate mortar during loading, disable the animator outside of loading.
10 Days Ago
Attempted fix for 'A session is already active.' EAC error
10 Days Ago
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
10 Days Ago
boatai_los_swapfix -> main
10 Days Ago
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
10 Days Ago
main -> vendingmachine_ui_refresh
10 Days Ago
- Minor polish
10 Days Ago
Missed files
10 Days Ago
Can now make fulll vending order with drag/drop
10 Days Ago
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
10 Days Ago
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
10 Days Ago
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
10 Days Ago
Fix virtual icon dragging not working
10 Days Ago
merge from deepseamarkers_mlrs_fix
10 Days Ago
Fixed deep sea portal marker masking issues with MLRS's map
10 Days Ago
Merge from main (no conflicts)
10 Days Ago
Static prop lantern consistency. Red spotlights on Excavator fixes.
10 Days Ago
These too.
10 Days Ago
Missed some files.
10 Days Ago
Monument fixes.
10 Days Ago
Add drag support to the fake slot and inventory system (not working properly yet)
10 Days Ago
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
10 Days Ago
add workshop on/off toggle for electric furnace effects
10 Days Ago
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
10 Days Ago
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
10 Days Ago
workbench upgrades gibs added
10 Days Ago
workbench gibs fbx added
10 Days Ago
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10 Days Ago
Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
10 Days Ago
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10 Days Ago
Clean: move group initialization from PopulateCells to GetGroup Tests: ran around on craggy