reporust_rebootcancel

124,012 Commits over 4,171 Days - 1.24cph!

11 Months Ago
Added support for multiple record modes: FrameInterval or Manual. Automate timeline playback, start recording and then end recording after timeline has finished. OnComplete now triggers after playback has finished, so we correctly pop up the output folder etc. Can now specify an initial timeline playback start time.
11 Months Ago
Merge from main
11 Months Ago
Fix copy paste - now remaps every type of network id, fixing storage entities - fixed building ID not being reset for new pastes - refactored pasting code so it more closely resembles SaveRestore.Load() - fixed rotation of pastes not always working - save entities in order of network id so the pasting is more deterministic - removed saving of entity ids in pastes because it's not needed - change paste directory from EntityCopies -> copypaste
11 Months Ago
Merge from halloween24
11 Months Ago
HLOD now immediately resolves when the player finishes loading
11 Months Ago
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
11 Months Ago
Timeline playback/record initial test
11 Months Ago
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
11 Months Ago
battering ram fuel consumption
11 Months Ago
Show incorrect presses in red
11 Months Ago
11 Months Ago
fixed car lift collider box being offset in y/z
11 Months Ago
Incorrect key presses now reduce remaining time. QTE will now fail when running out of time. QTE timer loss is now configured on QTE entity.
11 Months Ago
11 Months Ago
fixed storage building large ceiling collider gap
11 Months Ago
Repair UI and gesturecollection prefabs after merge
11 Months Ago
Merge from main
11 Months Ago
Merge from QTE
11 Months Ago
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11 Months Ago
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11 Months Ago
Add a small delay before showing QTE ui.
11 Months Ago
Basic initial QTE sequence generation, just string based for now. Trigger QTE event properly and with generated sequence.
11 Months Ago
QTE entity start/stop/complete triggering. UI interacts with the entity. Completing the QTE now triggers the entity completion methods, ending the gesture, hiding the UI and clearing any associated player for SingularInteraction qte entities.
11 Months Ago
Merge from main -> copypaste
11 Months Ago
Fail state can now apply player modifiers. Pressing a wrong key will now fail the QTE. Add some placeholder modifier effects for fail state.
11 Months Ago
Tweak sequence length ranges. Negative modifier tweaks.
11 Months Ago
3p anims + updated worldmodel anims
11 Months Ago
merge from Halloween24
11 Months Ago
wip qte
11 Months Ago
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
11 Months Ago
merge from Halloween24
11 Months Ago
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
11 Months Ago
merge from main
11 Months Ago
Fix: FreeUnmanaged the DebrisEntity list after we're done with it
11 Months Ago
Updated english engine.json file
11 Months Ago
Merge from gesturepack
11 Months Ago
Cherrypicked 106168
11 Months Ago
Protocol++
11 Months Ago
Removed a log
11 Months Ago
Fixed halloween hunt score announcement typo
11 Months Ago
Merge: from requesttrees_spike - Fixes NRE when players disconnect during tree streaming (fixed by discarding those players early) Tests: in Editor CLIENT+SERVER mode disconnected before 4k proc-map streamed in - server was gud
11 Months Ago
Clean: removing leftover log Tests: none, trivial change
11 Months Ago
Merge: from main Tests: none (no conflicts)
11 Months Ago
Bugfix: Don't try to send tree batches to disconnected players - Also replace a broken link in a comment Tests: In Server+Client mode disconnected the client - no NRE
11 Months Ago
Fixed join gesture getting left on the screen when cancelling rps
11 Months Ago
Merge from main
11 Months Ago
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11 Months Ago
removed random water body
11 Months Ago
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11 Months Ago
merge from halloween24