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118,917 Commits over 3,987 Days - 1.24cph!

49 Days Ago
More containers. Manifest.
49 Days Ago
basic pumping and setting correct ikset for each mount point
49 Days Ago
handcar seat setup with some hand ik targets manifest
49 Days Ago
Added function to get the best storage area for a given item, based on size and remaining space. Try storage areas in a random order. Added function to get the available remaining storage volume of a storage area. No longer over-fill storage areas.
49 Days Ago
Attempt to place loot in descending size order. Function to order loot by size.
49 Days Ago
Added and assigned what icon
49 Days Ago
Functions to calculate the total storage volume available, and the total storage volume required for a list of loot
49 Days Ago
- Icon - More deployable changes - Skewed out on an single axis
49 Days Ago
launch site factory trees set dressing
49 Days Ago
Wow, it works -Fixed orientation issues
49 Days Ago
merge from ballista_fixes
49 Days Ago
merge from shield_fractional_fix
49 Days Ago
merge from fix_tech_tree_total_cost
49 Days Ago
Initial attempt at a Drawbridge: - Use Siege Tower Drawbridge 1 - Allow placement in a door frame - Adjust protection volume - Use door guide mesh
49 Days Ago
Added parameter field in TestResultEntry Fixed empty testrunner run command erroring
49 Days Ago
vending_stats_fixes_3 -> main
49 Days Ago
Fix wildly inflated vending stats sold amounts
50 Days Ago
small vehicle editor fix to not spam assert errors when no mount points are set
50 Days Ago
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment manifest gen + codegen
50 Days Ago
blackboard model materials and textures
50 Days Ago
Export test results in the server directory
50 Days Ago
Added cancel command, to cancel the current test run
50 Days Ago
Update: Impllement GamePhysics.HandleIgnoreCollisions as a batch - extended TerrainCollision to support batching - extended WaterColllision to support batching There's still more improvements that can be done (translating into burst jobs and better job-graph building), but currently the goal is to translate more of code into batch form away from singular. Tests: none, it's not hooked up yet - will explore writing unit tests next-ish
50 Days Ago
Split server and client tests correctly into different folders Compile fixes
50 Days Ago
Generate json results after each test run Cleanup
50 Days Ago
moved handcar under trains folder
50 Days Ago
reverting scene changes from merge that look unintentional
50 Days Ago
merge from horse2_fixes/handling
50 Days Ago
merge from handcar
50 Days Ago
Adding procedural option using render primitives indexed indirect for grass blades with calculated vert positions
50 Days Ago
First pass piping update data (similar to IO tool)
50 Days Ago
Created farming inventory loadout Chickens can eat and drink
50 Days Ago
Added server.fillChickenCoop command
50 Days Ago
Hook up sunlight tracking
50 Days Ago
Refactors for future content Added sunlight stat
50 Days Ago
First pass new model setup
50 Days Ago
Merge from main
50 Days Ago
Protobuf
50 Days Ago
Merge from parent
50 Days Ago
Unsaved assets
50 Days Ago
Added a slight delay before items start moving
50 Days Ago
Implement new foliage placement function in RefreshAsync update, adjust refresh distance when using instancing, make debug toggle.
50 Days Ago
Placeholder effects
50 Days Ago
ServerInit. Nicer placement.
50 Days Ago
Movement fixes
50 Days Ago
Merge from main
50 Days Ago
Fixes
50 Days Ago
Prefab and settings tweaks
50 Days Ago
Pick a random area for each item. Areas can now be offset. Random offset per item.
50 Days Ago
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)