reporust_rebootcancel

131,156 Commits over 4,232 Days - 1.29cph!

25 Days Ago
Merge from hackweek_boxsorting (last UI pass)
25 Days Ago
Merge from box_sorting_ui
26 Days Ago
Merge from main
26 Days Ago
Merge from main Automatically resolved conflicts in flare.weapon, planner.prefab, chainsaw.entity, HeldEntity.cs, PlayerModel.cs
26 Days Ago
Fix bot_exec no longer working in builds
26 Days Ago
minifridge progress lods texture and material wip .deployed/corpse/icon/item prefabs basic setup
26 Days Ago
fixcars command now fills the rockets continer with incen, flares and HV's.
26 Days Ago
Editor tool to copy paste terrain sections around
27 Days Ago
Fixed remaining spinners.
28 Days Ago
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28 Days Ago
Birthday hat icon updated and prefab adjustment, ran icon manifest
28 Days Ago
Clean: post-submit feedback - rename entity_prefabId field to entity_prefab_id - rename AddShortEntity to AddShortEntityField More consistent with other examples Tests: compiles in editor
28 Days Ago
Merge: from analytics_entity_createdestroy - minor code clean Tests: editor compiles
28 Days Ago
merge from helicopter_flare_balance_pass -> main
28 Days Ago
burlap gloves repose
28 Days Ago
Merge: from analytics_entity_createdestroy - we now collect entity spawn and destroy events once the server has started up (part of `gameplay_analytics` servervar) Tests: observed logs of analytics in CLIENT+SERVER editor
28 Days Ago
Merge: from main
28 Days Ago
Clean: fix formatting in Analytics.Azure.cs Most of file was offset with 2 tabs. Sorry to anyone who has conflicting changes in same file (hopefully no-one) Tests: editor compiles
28 Days Ago
Added front controllers
28 Days Ago
Update: Analytics - track all entity spawn/destroy events after server initializes - change the format of these events to only send vital data - HackableLockedCrate no longer has it's own EntityCreated event Tests: logged analytics on Craggy - saw events being appended after server initialized
28 Days Ago
minor tweaks
28 Days Ago
creating flashlght refresh vm anims
28 Days Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
28 Days Ago
merge from rpg_storepage
28 Days Ago
Close button stays in front of the skin viewer Fixes
28 Days Ago
skinnable asset file for tactical gloves
28 Days Ago
Adding new sitting animations for v4 update
28 Days Ago
Added skin viewer in the RPG store page
28 Days Ago
Fixing spinner light fixtures that got broken by shader modifications, part 1
28 Days Ago
Missing files
28 Days Ago
More leg fixes
28 Days Ago
Fixing offset in cake candle hat rig
28 Days Ago
birthday hat wearable prefab setup
28 Days Ago
Disable leg animator to stop hand IKs going crazy
28 Days Ago
Fix broken animations on players/NPCs when taken from a pool.
28 Days Ago
Added more ladders in the spots (FC1/FC2) suggested by QA
28 Days Ago
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28 Days Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
28 Days Ago
Updated material Tactical Gloves
28 Days Ago
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28 Days Ago
Enable arms on both turret seats
28 Days Ago
fix dictionary duplicate entry
28 Days Ago
Adding birthday cake hat rig
28 Days Ago
Merge: from server_occlusion_poppin - Reduce player poppin by making occlusion grid generation more conservative - Bumped occlusion version, will cause regeneration on next server boot Tests: visualized in editor, ran previously failed queries
28 Days Ago
Fixed more issues with shadow biases in the RRP shaders
28 Days Ago
Update: ServerOcclusion - only block occlusion cell if it's fully under terrain - bumped occlusion file version Previously we considered it was blocked if one of sample points was in terrain. This allows more occlusion queries to pass, which should reduce poppin. Tests: visualized new grid, ran previously failing query - they now pass
28 Days Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
28 Days Ago
Balaclava repose/lods
28 Days Ago
merge from anchored_boat_mass
28 Days Ago
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based