reporust_rebootcancel

153,403 Commits over 4,536 Days - 1.41cph!

Today
merge from glass_ar_motion_blur_fix
Today
merge from new_navmesh_fixes
Today
merge from Floating_bandage_fix
Today
merge from oilrig_light_fix
Today
Merge from main
Today
merge from main
Today
Renamed deployed entities to include .Deployed per convention.
Today
Setup missing socket/checks on gate
Rin
Today
merge from mt_snapshot_saving
Today
merge from main
Today
Merge from main
Yesterday
cherry picked martyns rail hide code from changeset 153305 - allows the holosight rail to hide depending on the weapon its attached to.
Yesterday
█▊▇█▍▄▌ ▇▅▅▄▋▆
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
▄▇▋▊▌▇▋ ▆▍█▋▋ ▌▉▌
Yesterday
▄ ▋▇▅▍▉ ▌▆▋▋ ▇▅▉██▆▋▄▍▄▉▇█▌▍█▅▌▌▋▌▅▍█▍▌▅█▊
Yesterday
▍ ▆▍▋▍ ▌▍▆█▄▌▉▅█▄▍▍▌▍▆ ▇▌ ▅ ▅▋▅█▉▆ ▅▅▉▅█▆▋█▄▆ ▆▄▌▆▄▊ ▇▍▉▆▇▌ ▄▆▍▍▅▄▌
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
▇▅▅▆▌▋ ▌▋▊█ ▊▅▇▋▅▉▍▉▋▉▇▅▍▋▄▊█▆▇▉
Yesterday
Yesterday
Fix placement guide rotations. Hookup icon links and generate/assign icons.
Yesterday
merge from store_nre_fixes
Yesterday
▊▊▊▆▉ ▇▊▆▍▉▍▆▌▅ ▊█▌ █▊▊▋▌ ▅▍▉█▅ ▅▍ █▊█▆
Yesterday
▅▇▍▍▅█ ▅▋▌▆ ▆█▅▊▍▌█▋▉▆▊▊▍▊█▋▆▉▊▊
Yesterday
Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
Yesterday
▄▆▅▅▇▍ ▇▋▇▋▇▇█▉▅ ▇▋▇ █▊▄▊▆▆▄ ▆▌▄ ▉█▌▄▆▍▇ ▄▇█▇▊▍▅▉▅▊▇▅ ▆ ▊▄▍ ▇▍█▉ █▍▌ ▄▅ ▅ ▇▅▍▌▆▄█▆ ▄▍▇ ▍▌▊▍ ▅▅ ▉▋▄ ▉█▉▉▉▅▋█▍ ▅▉▇ ▆▉▊▄▊
Yesterday
Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
Yesterday
▍ ▄▇▆▉█ ▉▋▌▆ ▇▆▊█▇▌▄▌▇▅▉▊▉▌▊▊█▉█▆▇▄▊▌▍▌▄▋▊▇
Yesterday
█▋ ▊▄▄▊▅ ▆▋▌▊ █▄▍▊▆▊▆▇▋███▉▉▍▉▍▆█▄▋
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