reporust_rebootcancel

153,390 Commits over 4,536 Days - 1.41cph!

Yesterday
cherry picking 8x scope, handmade sight and holosight refreshes
Yesterday
merge from main
Yesterday
merge from automated_testing
Yesterday
main -> grenade_client_prediction
Yesterday
Adjusted and balanced holstered weapon positions to sit closer to chest armour
Yesterday
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Yesterday
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Yesterday
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Yesterday
Fixed test runner window not showing the in progress icon on a test running its cases
Yesterday
merge from main
Yesterday
merge from cookingworkbench_kettle_fix
Yesterday
merge from settings_dropdowns_fix
Yesterday
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Yesterday
Yesterday
Fix placement guide rotations. Hookup icon links and generate/assign icons.
Yesterday
merge from store_nre_fixes
Yesterday
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Yesterday
Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
Yesterday
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Yesterday
Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
Yesterday
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Yesterday
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Yesterday
More improvements, prompts, help display.
Yesterday
Animal Fence LODs and gibs
Yesterday
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
Yesterday
let subsystems contribute to IK, move shields to it
Yesterday
optim: only add root matrices when we're doing foot IK
Yesterday
run job ik on a single playable graph with two outputs rather than two playable graphs
Yesterday
added textures, mesh and material for test of cow pattern material.
Yesterday
clean up, move things into a single playerik module rather than 3 different layers, run formatter
Yesterday
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
Yesterday
More glyph support and fixes.
Yesterday
Missing files
Yesterday
More LOD texture optimizations and rebaking
Yesterday
Industrial structures LOD texture optmization / rebaked a bunch of LOD textures with the LODbaker because the old ones no longer match the updated materials / tweaked LOD distances on some buildings to make the baked LODs kick in sooner
Yesterday
More LOD texture optimization
Yesterday
More LOD texture optimization and some rebaked textures
Yesterday
Iceberg LOD textures / rebaked some of the textures to match previous lods better / improved ice sheet materials due to degradation over the years
Yesterday
Merge from main
Yesterday
Merge from the old animals to new system port
Yesterday
fix merge error, update ik changes for shield subsystems
Yesterday
Show correct gamepad glyp for look at
Yesterday
Bugfix: avoid MRU modification when accessing it in BasePlayer.Save Originally intended implementation, looks like I derped awhile ago. Tests: booted into craggy with Jobs 4
Yesterday
update from main
Yesterday
Big ass refactor
Yesterday
Merge: from main
Yesterday
Merge from main