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136,757 Commits over 4,474 Days - 1.27cph!

Yesterday
Update(tests): redirect relationship db location to temp path in tests Tests: TestMTSave(RelationshipManager) pass
Yesterday
Merge from playermaintainedmonuments
Yesterday
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests Tests: TestMTSave(ProceduralDynamicDungeon) pass
Yesterday
Update(tests): patch PatrolHelicopter - also bypass map marker spawn in unit tests Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
Yesterday
Update(tests): bypass mapMarkerPrefab spawning in unit tests Tests: TestMTSave(MLRSRocket) pass
Yesterday
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
Yesterday
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
Yesterday
Added skin viewer to premium tab
Yesterday
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
Yesterday
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
Yesterday
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
Yesterday
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
Yesterday
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
Yesterday
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
Yesterday
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
Yesterday
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
Yesterday
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass
Yesterday
Update(tests): patch BaseProjectile Tests: TestMTSave(BaseProjectile) pass
Yesterday
Update(tests): patch BaseGameMode Tests: TestMTSave(BaseGameMode) pass
Yesterday
Bugfix(editor): add NRE check for OnValidate of HeldEntity Tests: TestMTSave(BaseFishingRod) pass
Yesterday
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
Yesterday
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Rin
Yesterday
merge from hackweek_fuse_icon
Yesterday
Fix holes depth target not being assigned for BRP Validation when adding or removing holes to prevent errors
Yesterday
UX changes + polish (animations/highlights/better guides)
Yesterday
Refactor demo controls styling into uss rather than just inline styling big chunks.
Yesterday
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
Yesterday
merge from main
Yesterday
merge from shield anim subsystem
Yesterday
merge from main
Yesterday
Better subsystem blending values
Yesterday
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
Yesterday
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
Yesterday
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
Yesterday
Clean up old code/states
Yesterday
Stop pool mountable dragging you along with the cue ball once you shoot
Yesterday
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
Yesterday
Actually put the 8 ball in the middle like real pool Cleaner game in progress/leave game logic - makes everything clearer
Yesterday
Subtract 157099
Yesterday
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
Yesterday
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
Yesterday
Correct values this time
Yesterday
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
Yesterday
main -> game_room_dlc
Yesterday
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
Yesterday
use new RRP/BRP grab pass subshaders for player pixelation
Yesterday
Added tooltips to various elements (texts and close button) on cui.cui_test Updated cui.cui_test background image URL to use https
Yesterday
merge from main
Yesterday
merge from sv_console_history
Yesterday
Added caret repositioning support (using left / right arrows) Use Ctrl to jump to the nearest space https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4