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139,769 Commits over 4,383 Days - 1.33cph!

Yesterday
Skinning pass for small backpack
Yesterday
Merge from main
Yesterday
Fixing skinning for bowless crossbow world model
Yesterday
Refactor can't afford overlay to match/align with regular unlock can't afford display. Bunch of prototype UI code cleanup.
Yesterday
merge from wakeaiz_optim
Yesterday
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.) - lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
Yesterday
Add can't afford overlay panel to prototype button, toggle as needed.
Yesterday
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
Yesterday
merge from main
Yesterday
Industrial Storage - blockouts and initial prefab configuration
Yesterday
Hook up prototype failed overlay
Yesterday
corrected empty grid logic
Yesterday
Restore water wheel reference to its sounds to fix NRE spam
Yesterday
Move prototype button next to unlock button, keep single unclock cost display at the top
Yesterday
Still show icons as locked, even with prototype installed.
Yesterday
Skinning pass for diving suit and diving tank
Yesterday
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
Yesterday
Merge from main
Yesterday
Subtract the subtract
Yesterday
merge from main
Yesterday
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
Yesterday
Subtract 147919 merge from terrain_lower_fixes
Yesterday
additional boat types, missing files
Yesterday
Merge from main
Yesterday
Renames Add a skinnable for half shelves and single shelves
Yesterday
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
Yesterday
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
Yesterday
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
Yesterday
Merge from main
Yesterday
Fix NRE when renaming a demo shot to a name that already exists
Yesterday
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Yesterday
Remove log when loading player inventories for the first time
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
merge from playerrigupdate2
Yesterday
Modified skinning on the leather gloves
Yesterday
Updated underwear male/female meshes
Yesterday
Updated player mouth/voice logic to work with new player models (and made jaw rotate as well as move)
Yesterday
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
Yesterday
Speculative fix for changes being lost in the graph view of conversations from copilot
Yesterday
Split dump commands into parts (adding, no change to original) - Animators - Entities - LODGroups - Network - Physics - Root Objects (all gameobjects all scenes) - Warmup - System info
Yesterday
Merge from prototype
Yesterday
//Todo
Yesterday
More workbench UI work for prototype upgrade
Yesterday
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
Yesterday
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
Yesterday
fix CCTVRemoteCamera missing vclouds and vfog components
Yesterday
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Yesterday
Add a way to use multiple animation handles with the player model.
Yesterday
fix default rotation of pumpkin in painting menu