reporust_rebootcancel

154,223 Commits over 4,536 Days - 1.42cph!

Yesterday
Updated lamb fur textures
Yesterday
merge from render_pipeline_testing
Yesterday
merge from main
Yesterday
fix atmosphere fog not working if game was launched with RRP enabled
Yesterday
- moved files around - deleted refresh folder and duplicate files - updated viewmodel prefab
Yesterday
FIx cow eating from trough by telepathy when blocked by other cows
Yesterday
merge from automated_testing
Yesterday
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Yesterday
Rename editor TestBaseCombatEntity, was confusing to have two classes with the same name and produced some warnings
Yesterday
Merge from main
Yesterday
Merge from stacking
Yesterday
better startle, critters dont startle other critters
Yesterday
Simplify old animals, remove all the piping and states where they could be aware of a target but not attack/flee, and reduced sight range to compensate
Yesterday
- Much better c4 prediction settings - Changes to hide/show events on c4 - Fix prediction rotation blending not taking place across the whole allocated distance
Yesterday
New building automated tests baseline Checks foundations link up / dont link up as expected in some basic configurations, checks buildings get merged and split Correctly flags the current known issue with triangle foundations connecting when only touching at corners
Yesterday
merge from main
Yesterday
merge from Livestock_animals -> critter_animals
Yesterday
critters startle and run away when players come too close
Yesterday
Merge from render_pipeline_testing
Yesterday
Added new sounds for the :rabbit2: & :chipmunk:
Yesterday
Merge from monument_analytics
Yesterday
Merge from main
Yesterday
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy - Add hide/show to our legacy c4 animations - Clean up throw prediction settings - Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
Yesterday
Setting the default number of depth bins to 16 per-tile
Yesterday
Add monument to oil rig switch event
Yesterday
merge from main
Yesterday
Moved the property gathering for lights to a job that runs before the binning jobs
Yesterday
Yesterday
Tweaked loot spawns to reflect monument tiers, visual polish Radhouse large mesh and collider tweaks for the new room Scene 2 prefab
Yesterday
Added a generic warning function that can be set/called by planner. Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not. Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.
Yesterday
Fix map layers (like train tunnels) not rendering in RRP
Yesterday
Fix bear flee when target on foundation test failing because the bears goes into chase for one tick before the flee, test can now read the exact fsm transitions and be more accurate
Yesterday
Add in additional air drops and satellite selection events
Yesterday
Make the other sandbags non-craftable, only the default sandbag .
Yesterday
Assign new sandbag placement guides, per level. No longer hide the item being upgraded.
Yesterday
Removed branching on spot light code for calculating the cone based on the light type
Yesterday
Give cows avoidance, it was especially ugly when they clipped with each other or the player, which happens a lot because there are often loads of cows in a tight space and they move slowly, also make players collide with cows
Yesterday
Move planner upgrade code to partial
Yesterday
Add support for c4/satchels - WIP (throwing animations still look bad) - Generate C4 predicted prefab
Yesterday
Fix tests failing with new navmesh because foundation bake a tiny sliver of navmesh on top of them
Yesterday
added dedicated stacked guides - split up geometry so that the guides can properly stack for the next upgrade.
bot
Yesterday
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Yesterday
Added a bin sphere collision check against spot light cones to further reduce the number of lights per bin
Yesterday
merge from main
Yesterday
Update: StoreBundleTool - fill in image upload logic - changed url format - ran "Update Urls" Tests: ran full Update Urls - manifest grabbing works, but uploading gets stuck
Yesterday
Further placement checks/fixes.
Yesterday
Isolated reapply of "Set new navmesh enabled by default, now needs -useOldNavmesh to disable" for release
Yesterday
merge from sv_god_sync_fix
Yesterday
Added ServerSetGod which modifies the client's god info status and networks it to the player - now that global.god can be called from the server Updated two instances of the server disabling god mode of a player to use this (eg. in the tutorial)
Yesterday
Fix clientLastAttackedTime not being initially set to -infinity which blocked sandbags from being upgraded instantly after placement due to incorrect cooldown. Checks correctly run server-side.