reporust_rebootcancel

133,608 Commits over 4,293 Days - 1.30cph!

7 Minutes Ago
merge from naval_update
7 Minutes Ago
merge from main
15 Minutes Ago
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
15 Minutes Ago
Updated ghost ship map marker icons Fixed rotations not matching
26 Minutes Ago
vedning_machine_vis_fix -> main
30 Minutes Ago
Fix fetch cycle throwing an NRE
40 Minutes Ago
Added search bar and failed/passed filtering
44 Minutes Ago
adjusted lod distances on various boxes
45 Minutes Ago
main -> travelling_vendor_vis_fix
47 Minutes Ago
mountplayersync_ai_bypass -> main (yolo2)
56 Minutes Ago
Remove garbage allocations from BaseMission.id property Codegen
59 Minutes Ago
1 Hour Ago
metal box matrix setup, updated icon
1 Hour Ago
metal box removing temporary files
1 Hour Ago
removed slight finger clipping on vm paintball gun admire animation
1 Hour Ago
fixed crazy deploy size on paintable reactive target
1 Hour Ago
Compile fix
2 Hours Ago
added correct collision for window paintable but still cant see paint
2 Hours Ago
latest paintable reactive target lods with power sockets skinned to rig and exported
2 Hours Ago
Reinstate GetDeployAndEditPositionRotation checks. Temp disable parent boat chceck for finish editing.
2 Hours Ago
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
3 Hours Ago
Applying all my recent shelved work.
3 Hours Ago
Merge from naval_update
3 Hours Ago
param changes to stone component box corpse, reran manifest
3 Hours Ago
merge from naval_update
3 Hours Ago
Prevent storage adaptor placement on boats
3 Hours Ago
Updated performance logging to include the new shadow quality preset ConVar
4 Hours Ago
stone box gibs corpse WIP
4 Hours Ago
export update moving camera to origin
4 Hours Ago
Merging main to build_cache_redirect
4 Hours Ago
ore box prefab adjusted
4 Hours Ago
ore box added corpse, split off matrix, lod adjustments, model adjustments
6 Hours Ago
food box prefab tweaks for socket
Today
Update ignore list to include new boxes
Today
Merge from storage_adaptor_box_collisions
Today
Merge from main
Today
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
Today
Icon commit pt 2
Today
Icon commit pt 1
Today
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
Today
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
Today
Merge from main
Today
Merge from naval_update
Today
Minor TestRunner refacto
Today
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
Today
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
Today
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
Today
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
Today
Merge: from main Tests: none
Today
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests