reporust_rebootcancel

155,199 Commits over 4,536 Days - 1.43cph!

Yesterday
merge from JellyfishShader_edit
Yesterday
main -> biofuel_generator
Yesterday
Fixed topper materials
Yesterday
merge from Livestock_animals
Yesterday
Fixed GIBs for fence and fence gate, removed crazy offset in fence prefab
Yesterday
Lods gibs and col
Yesterday
Pie topper entity and viewmodel hook up Fixed rich mutton pie name
Yesterday
Updated Nailgun World Model and Viewmodel to include magazine follower
Yesterday
merge from main
Yesterday
Fix demoui2 scenes not saving
Yesterday
throwable_prediction_fixes -> main
Yesterday
- Fix beancan throw looking a little wonky - Fix molotov not showing gibs on hit
Yesterday
Update: HttpImage now calls OnLoad callback with resulting texture/sprite Needed for upcoming flashlight effect Tests: naveigated through store
Yesterday
Updated jellyfish shader to allow sway to run seperately to pulse - added new optimised jellyfish model - added new mesh to prefab - changed settings in jellyfish movement material
Yesterday
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Yesterday
Client predict molotov breaking - would rather see broken fx and then have the fireballs spawn elsewhere than the molotov just not breaking
Yesterday
Fix incorrect rounding on vendor auction hqm ore
Yesterday
fix aiming not being accurate when using turn in place
Yesterday
Merge from new_achievements_oct26
Yesterday
merge from automated_testing
Yesterday
Fix machete worldmodel outline, add error message if theres stale entity type names in the testlist
Yesterday
Merge: from main
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Mergee from heldentity_persist_anims_subsystems_fix
Yesterday
Instantly release handles if no clear event is coming rather than doing fades, matches previous behaviour
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from /critter_animals
Yesterday
Converted the minerhat_lightcookie texture to be imported as a Cookie texture and disabled mip map gen to fix texture streaming issues that were causing problems for the light attenuation
Yesterday
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Yesterday
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Yesterday
Merge from save289 - Staging wipe!
Yesterday
Network++ Save++ persistance++
Yesterday
redo crouch changes after merge
Yesterday
merge from Livestock_animals
Yesterday
barrel texture resize
Yesterday
bradley flatbed -collision update -combined barrel, pallet, box and bed into one mesh -baked LODs down to one material to reduce material count on lower LOD levels -wind material setting tweaks
Yesterday
merge from main
Yesterday
fix hunched over spine issues when aiming down
Yesterday
Merge from main
Yesterday
Sheep sounds
Yesterday
Merge from swimming_dithering_fix
Yesterday
Potentially fixed a few issues with swimming animation dithering, had to change some swimming behaviour Player now starts swimming if there is 1.17m of water above their feet and will stop swimming once the water is below 0.9m, this means you cannot start swimming by ducking as the measurement is from feet level When a player is swimming the server will no longer send a water level that triggers the standing animation if the player is still considered swimming, preventing dithering between standing and swimming This will affect movement in shallow water, players will now take slightly longer to start walking when swimming towards the shore
Yesterday
Merge from landmine_postfx_rrp_fix
Yesterday
Fix landmine RRP post effect lingering bug
Yesterday
S2P ferry terminal and radtown
2 Days Ago
Merge from main