reporust_rebootcancel

140,262 Commits over 4,383 Days - 1.33cph!

Today
Merge from grenade_input_refactor2
Today
Compile fix
Today
Alternative, much less risky grenade third person/anim fix Once a player starts aiming, don't let aiming state reset to false until the weapon is thrown (should prevent any anim dithering) Add a new third person only code path that just emulates the first person logic flow, this should prevent any bugs leaking into first person mode and we odn't need to make any changes across all of the grenade types
Today
In theory synced everything up
Better pressed colour!
Added hover over colour changes to the fake inventory slots
Fix draggins vs clicking detection on existing sell orders
Swapped stats spawining over to GameManager rather than dialog spawn (since it doesn't support nesting)
Finished vending admin panel - Can open stats again - Add some new status indicators (drone accessible, has stock, broadcasting) - Tag toggle supports rust icon
- Add a clear all button to be able to wipe the existing order - Clicking on an existing order will now modify it
Add styling when dragging sell orders
Today
Adjust interaction conditions, move admin panel to ShopClosedRoot and only use it for opening the store Supress no orders errors
- Spotlight pulsing - Fix sell order setup being iffy for the cost - Fix search bar not working again when clicking on an entry
Today
Don't collapse RendererLODs if there are multiple RendererLODs on the same object They would end up fighting over the filter/renderer
Today
Add support for skinned mesh renderers to deploy guide, reformat CreateGuideSkin.
Today
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Today
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Today
Add angle error phrase for when the mortar isn't placed on flatground
Today
Update mortar icon
Today
Update icon generator manifest
Today
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Today
merge from mortar_prototype
Today
Add sidechecks to mortar to fix clipping issues, re-parentr most of the checks so that they rotate with the mortar, fix center ground check causing the mortar to get stuck when rotated.
Today
Update: implement StableObjectArray.Repack - update unit tests to better track consistency of the state - expand StressTest to validate Repack Going to start replacing StableObjectCache in code tomorrow. Also gotta stop unit test from allocating, it takes too long Tests: ran StableObjectArrayTests
Today
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Today
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Yesterday
Fix inconsistent mortar mounting on terrain
Yesterday
main -> vendingmachine_ui_refresh
Yesterday
Added Large Apartment Kitchen Models and Textures Setup Large Apartment Kitchen Material and Folders
Yesterday
merge from main
Yesterday
industrial electric furnace - texture wip updates - adjusted materials
Yesterday
Deleted old battering ram temp prefab (fixes manifest error logs)
Yesterday
Implement surplus upgrade.
Yesterday
Industrial Large Furnace - texture updates and added charcoal
Yesterday
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Yesterday
merge from mortar_prototype
Yesterday
Fix compile error
Yesterday
merge from beard_setup
Yesterday
merge from parent
Yesterday
Synced male skin set with dye beard hair set (alphabetical) reverted player model back to male/female skin sets
Yesterday
This fixture was messed up and missing all mesh LODs
Yesterday
Skinning pass for cocoknight armour
Yesterday
More shadow light cleanup.
Yesterday
merge mortar_prototype to main
Yesterday
super wip bridge entry segment spawning, just testing high level approach and prefab setup
Yesterday
Fix client predicted reloads not stopping on mortars
Yesterday
Update(tests): add StressTest unit test Next up going to try to figure out how to support Repacking Tests: ran unit tests
Yesterday
Removed Old Apartment Kitchen Folders
Yesterday
Dye collection syncs between head hair and faciar hair
Yesterday
updated blendtree names