reporust_rebootcancel

156,558 Commits over 4,566 Days - 1.43cph!

Yesterday
Fixed UICompass copying its mat properties every frame, saves ~0.05ms a frame
Yesterday
Merge from animal_mounting_improvements
Yesterday
Animals now dismount to the closest point of the requesting player Animals will now do a physics check before dismounting, so they won't dismount through a modular car module if the flatbed is positioned between two modules (eg. cockpit<->flatbed<->storage) Added toasts if an animal can't be mounted or dismounted due to these conditions to give players feedback
Yesterday
Prevent FlexVirtualScroll from running its LateUpdate when its parent canvas is disabled. Saves ~0.04ms a frame
Yesterday
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Yesterday
merge from main
Yesterday
Test lists
Yesterday
We now take a screenshot when a client test fails
Yesterday
Better tree tests
Yesterday
Fix tool cupboards still showing on the map if the replicated convar for max TCs is disabled at runtime
Yesterday
merge from render_pipeline_testing
Yesterday
stop deploy guides from rendering into the lighting reflection probe in RRP
Yesterday
Better gun tests
Yesterday
merge fix_mortar_anim
Yesterday
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Yesterday
- Rewrite PT Boat to be in the form of BallistaGun rather than the custom overcomplicated stuff I originally did (shrinks 2000~ line file down to around 300~) - Split BallistaGun off into BaseMountedUseable and BaseMountedWeapon - Cannon is now a BaseMountedWeapon rather than BallistaGun - Mortar is still a cannon - Rename MountedWeapon to PTBoatTurret - Remove shitty weapon set system
Yesterday
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Yesterday
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Yesterday
merge from vm_alloc_fix
Yesterday
fix viewmodel skins no longer working with the allocation fix. skins work again and allocations still fixed
Yesterday
Container tests, opens every container in the game Deleted furnace_static, its unused and cant be opened
Yesterday
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Yesterday
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Yesterday
Description pass and cleanup
Yesterday
Merge from render_pipeline_testing
Yesterday
Fixed an issue with the shadow cascade normal bias, added a cap for it and fixed the fading at the edge of the last cascade. Also fixed an issue with shadows looking too noisy when using medium shadow quality
Yesterday
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Yesterday
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Yesterday
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Yesterday
merge from moo_tweaks
Yesterday
Cows moo less: idle animations can now be weighted
Yesterday
wip viewmodel anims, animator updates
Yesterday
electronic chessboard; - textures updated - material updated
Yesterday
More merge fixes
Yesterday
Post merge fixes
Yesterday
Some cleanup, converted some old tests
Yesterday
merge from PlayerTurning_Animations
Yesterday
fix gun jitter when turning anims are playing
Yesterday
Merge from main
Yesterday
Add clear anim events to flare
Yesterday
merge from PlayerTurning_Animations
Yesterday
enable tip by default again
Yesterday
merge from main
Yesterday
Fixed copypaste erroring when pasting invulnerable entities
Yesterday
- Flare 3p anims now use the grenade animation subsystem - Flare player model controller is an override of the grenade controller - Add drop state to flare viewmodel anim controller - Survey charge player model anims gets its own controller rather than using the molotov controller - Add TwoHandMask to HeldEntity subsystem, which grenade subsystem inherits - Convert molotov to use grenade subsystem
Yesterday
biofuel_generator_pool_fix -> main
Yesterday
Fix biofuel generator pooling bug
Yesterday
merge from horse_optims
Yesterday
merge from main
2 Days Ago
Compile fix