reporust_rebootcancel

139,618 Commits over 4,383 Days - 1.33cph!

Initial setup for new vending machine admin ui
Missing files
Today
update phrases - fix overfished message - waterflow message - lootinsafezone msg
Today
Bleed fix.
Today
More monument scene lighting fixes for updated assets.
Today
Merge from main
Today
exported latest bowless crossbow viewmodel anims
Today
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
Scientist Santa restored in the santa sleigh
Today
Restore path highlighting
Today
Start making conversation for apartment vendor NPC
Today
Code gen
Today
merge from mortar
Today
Mortar anim updates
Today
Seperate upgrade path logic for prototype/regular
Today
Comitting some mitting metas
Today
More neon sign work - new art, LOD0s only so far, some texture adjustments
Yesterday
More UI
Yesterday
move "inventory full" toast behind the inventory UI, blocks too much
Yesterday
replaced door meshes with door prefabs on kiosks
Yesterday
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
Yesterday
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
Yesterday
update apartment_complex_monument/prototype
Yesterday
Buncha fixes.
Yesterday
Fix a test fixture convar
Yesterday
apartment doors lods, collision and static prefabs
Yesterday
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
Yesterday
More UI setup
Yesterday
Merge: from main
Yesterday
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
Yesterday
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
Yesterday
merge from main
Yesterday
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Yesterday
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
Yesterday
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
Yesterday
Avoid repeated calls to Terrain.activeTerrain
Yesterday
testlist
Yesterday
Commit the .meta files that keep popping up
Yesterday
Skinning update for paintball overalls
Yesterday
merge from woodpile_changestage_audio
Yesterday
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
Yesterday
merge from fix_privaddfriend_vis
Yesterday
merge from computer_station_io (only manifest changes)
Yesterday
manifest
Yesterday
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
Yesterday
Fix scientists not shooting most of the time
Yesterday
merge from computer_station_IO
Yesterday
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set