reporust_rebootcancel

139,116 Commits over 4,505 Days - 1.29cph!

6 Hours Ago
merge from chainlink_fence_fix Feel free to stomp any monument changes coming from this branch
6 Hours Ago
S2P a bunch of monuments
Today
Added a tool to copy VDFs from/to project/steam locations
Today
Finally got a VDF working. Added the VDF source and also some extra debugging.
Today
merge from main, stomp a bunch of monument scenes
Today
Fix TryBindNavmesh not updating the cached navmesh
main -> character_customisation
boat_fuel_interaction_fix -> main
Today
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
Only show the boat fuel, start engine, stop engine options if you are a driver (to better line up with other vehicles in game)
Today
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
Merge from MonumentBlockers
Fix blocker mesh issues flagged by automated tests
Today
merged uppdated salvaged hammer 3p anims and override controller
Today
merge from militarytunnels_lightdup_fix
Today
S2P military tunnels
Today
merge from main, stomp mil tuns
Today
merge from non_critical_art_bugfixes_reapply
Today
Large oil S2P after stomp
Today
merge from main
Today
merge from water_treatment_tank_fix
Today
merge from Ziggtank_collider_fix
Today
merge from launchsite_silo_collision_fix
Today
merge from nuclearmissileSilo_pipemat_fix
Today
merge from perf_disable_gc_notif
Today
merge from satellite_trail_tweak
Today
merge from desalination_collider_fix
Today
merge from dome_tree_spawn_fix
Today
merge from static_chair_variant
Today
Remove all unnecessary components from the static chair S2P launch, outpost, bandit, gas station, junkyard, large oilrig, sewer branch
Today
merge from main
Today
optimised world models for the following weapons: custom smg, skinning knife, diver assault rifle, cny dragon launcher, lr300 all of these were using the rigged setup - skinned meshes, bone hierachies, unconsolodated LOD groups where the usage wasn't noticeable/used when dropped. - LOD0 triangles: 60,828 -> 26,234 across the 5 - LOD0 renderers: 17 -> 5 - Skinned meshes: 59 -> 0 - Meshes: 64 -> 16
Today
exported edited 3p slavaged hammer anims and assigned drop/pickup anims to override controller
Today
glass ar store icon placeholder, set correct steam id
Today
merge from automated_testing
Today
Update a bunch of entity flag toggles to fix issues after flag changes S2P floating cities
Today
Reflection hack to call ISteamInput::Init
Merge from MonumentBlockers
S2P military tunnel, oilrig, launch site
Today
Bugfix: make sure we modify EnsureMainThread in release builds That check is always active Tests: booted TLS scene
Today
Update: integrate TLSTest into client bootstrap and server boot routines - copied over linux rustnative.so, to be tested Temp measure to test standalone builds Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)
Today
triangulated wood armour gloves fbx file.
Today
building blocks test
Today
Merge: from main
Today
Codegen
Today
merge from main
Today
Added SocketMod_LevelPlacement, added to animal fence/gate
Today
merge from main