reporust_rebootcancel

145,797 Commits over 4,444 Days - 1.37cph!

Yesterday
Set display floor number for basement elevator
Yesterday
Set floor display numbers in the apartment elevator shaft
Yesterday
Add support for elevators to override the display value for their floor number - still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
Yesterday
Ridable horse prefab
Yesterday
Add icons for elevator floors
Yesterday
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)
Yesterday
update apartment_complex_monument/prototype
Yesterday
Update test lists
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
merge from main -> apartment_complex_monument
Yesterday
merge from lockpick -> apartment_complex_monument/prototype
Yesterday
merge from cannon_mortar_subsystems
Yesterday
Add Play() to child animators, fix mortar desync from spamming, fix animation handle copies never being disposed
Yesterday
Glowing wallpapers - texture updates
Yesterday
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Yesterday
Lighting prefab
Yesterday
merge from fix_server_browser_compression/http_clien -> main
Yesterday
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages Update all existing resource entities so collision meshes are held in the new arrays instead Update collapse blocker to correctly swap out its colliders at each stage
Yesterday
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Yesterday
Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts Existing 10k test is a bit unrealistic (even if shows nice improvement) Tests: ran perf tests
Yesterday
Loot ground scatter now has additional checks
Yesterday
Added reverb zones to complex_b and damaged_wing
Yesterday
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
Yesterday
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
Yesterday
Lighting prefab. Exit sign layer shift to stop it from being reflection probed.
Yesterday
SatellitePendingCrashSite prefab fixes
Yesterday
Fix compile error after merge
Yesterday
vending_stats_crash_fix -> main
Yesterday
vending_stats_page_fix -> main
Yesterday
merge from main -> fix_server_browser_compression/http_client
Yesterday
- Remove some test code in for disk - Add using statements
Yesterday
Fix foliage rendering with camera motion blur
Yesterday
apartment complex HLOD and S2P some material saves
Yesterday
Metas doing my head in
Yesterday
placed new decals in core and wing of apartment building
Yesterday
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
Yesterday
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
Yesterday
Fixed discord signout button showing under the social menu
Yesterday
- Updated subsystem with bespoke animator - Removed holdtype controllers - Updated entity
Yesterday
main -> game_room_dlc
Yesterday
set of projected decals graffiti for the apartment complex interior areas
Yesterday
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
Yesterday
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason) Fixed telephone using wrong player animation Fix phone handle alignment with r_prop Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
Yesterday
Stop duplicate stats pages opening on top of each other
Yesterday
Compile fix
Yesterday
convar_odd_lookup_behaviour -> main
Yesterday
Fix 'global.x' console commands leaking into other namespaces The console's "global namespace" shortcut was also firing for explicitly-qualified input - Add unit test
Yesterday
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
Yesterday
Update: GetWaterFactors - fetch parent entity only once - updated perf test to have 5% to spawn parented player Tests: ran unit tests
Yesterday
merge from main again?