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141,285 Commits over 4,383 Days - 1.34cph!

Today
Updated LOD Baker's baked textures' naming conventions
Today
Merge from main
Today
Updating pilot hazmat burst cloth constraints iterations
Today
Added tint mask for apartment trims
Today
vanity_cabinets_a lod0 initial pass on texture and material including paint variation
Material changes, visual polish
Today
first pass of dart projectile prefab, with lerping animation curve movement (clientside only rn) connected all parts together usin the board entity as the middle layer with RPCs (controller -> board -> reticle -> board -> dart -> board -> controller)
Today
updating kiosk with more dirt & interior shelves. Ran into a problem with decal signs not showing up. Submitting for Hannah to check
Today
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Today
Change `renderer_submeshes` convar from 1 -> 2 but keep it scoped to only work with RendererBatch components that specifically enable AllowSubmeshes - allows batching on container to be toggled by changing `renderer_submeshes` convar
Today
TestGuns maintenance
Today
added base decor pack sitem as required item for storage barrels in their steam item files
Today
industrial large furnace - added gibs, updated collider, set max texture sizes for baked lod
Today
penthouse apartment plaster WIP
Today
Source updates - added conditional meshes to vest and legs. fixed some clipping issues on pants and shirt geo. Updated bdu and ballistic item prefabs
Today
exported 3p drop/pickup item anims
Today
merge from electric_furnace_emissive branch, set electric_furnace emissive to maximum of 1 and tweaked emissive texture to compensate
Today
sprays and emojis for industrial
Merge from 3p_spectator_improvements
Today
Fixed launch site terrain
Today
merge from workbench_upgrades
Codegen
Today
Prefab cleanup pass
Diving wetsuit male and female adjustments
Merge from main
Today
Request linear color space for render targets in UnderwaterPostEffect
Today
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Today
merge from FireRate_Tooltip
Today
merge from main
Today
low fences LODs and updated prefabs
Today
First pass on vehicles affecting navmesh
Today
Merge from main
Today
merge from radtown_1_lightstuff
Today
Fix VM camera animations on mortar
Today
Merge from workbench_upgrades
main -> binoculars_ui_refresh
vendingmachine_ui_refresh -> main
Add condition, ammo, genetics display etc to customer loot panel when buying from the new vending ui
Today
removed the interior concrete lip from the apartment core facade
Today
Any errors logged during a test now fail the test, can be bypassed with the AllowsLoggedErrors attribute Also try catch exceptions in WaitUntilWithTimeout and AssertTrueForDuraton and fail the test
Today
Reapply changes to oilrigs, codegen
Today
WB1 corpse fix
Today
Fix RebuildTilesInBounds not rebuilding in independant navmeshes if main navmesh is not built, early out if bounds don't intersect
Today
Move PB to shared, common. WB1-3
Today
Fix powerline poles being ignored by navmesh (handle capsule colliders)
Today
Merge from main
Today
io table
Today
wb3 pb setup
Yesterday
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Yesterday
Merge from shadow_convars_fix