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139,876 Commits over 4,383 Days - 1.33cph!

5 Days Ago
More workbench UI work for prototype upgrade
5 Days Ago
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
5 Days Ago
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
5 Days Ago
fix CCTVRemoteCamera missing vclouds and vfog components
5 Days Ago
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
5 Days Ago
Add a way to use multiple animation handles with the player model.
5 Days Ago
fix default rotation of pumpkin in painting menu
5 Days Ago
tighten up waterwheel dismount positions
5 Days Ago
Initial setup for new vending machine admin ui
5 Days Ago
Missing files
5 Days Ago
update phrases - fix overfished message - waterflow message - lootinsafezone msg
5 Days Ago
Bleed fix.
5 Days Ago
More monument scene lighting fixes for updated assets.
5 Days Ago
Merge from main
5 Days Ago
exported latest bowless crossbow viewmodel anims
5 Days Ago
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
5 Days Ago
Scientist Santa restored in the santa sleigh
5 Days Ago
Restore path highlighting
5 Days Ago
Start making conversation for apartment vendor NPC
5 Days Ago
Code gen
5 Days Ago
merge from mortar
5 Days Ago
Mortar anim updates
5 Days Ago
Seperate upgrade path logic for prototype/regular
5 Days Ago
Comitting some mitting metas
5 Days Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
5 Days Ago
More UI
5 Days Ago
move "inventory full" toast behind the inventory UI, blocks too much
5 Days Ago
replaced door meshes with door prefabs on kiosks
5 Days Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
5 Days Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
5 Days Ago
update apartment_complex_monument/prototype
5 Days Ago
Buncha fixes.
5 Days Ago
Fix a test fixture convar
5 Days Ago
apartment doors lods, collision and static prefabs
5 Days Ago
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
5 Days Ago
More UI setup
5 Days Ago
Merge: from main
5 Days Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
5 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
5 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
5 Days Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
5 Days Ago
merge from main
5 Days Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets
5 Days Ago
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
5 Days Ago
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)
5 Days Ago
Avoid repeated calls to Terrain.activeTerrain
5 Days Ago
testlist
5 Days Ago
Commit the .meta files that keep popping up
5 Days Ago
Skinning update for paintball overalls
5 Days Ago
merge from woodpile_changestage_audio