reporust_rebootcancel

125,941 Commits over 4,201 Days - 1.25cph!

Today
merge from naval_update/deep_sea
Today
Re-applied 132706 after merge
Today
merge from naval_update
Today
Deep sea generation tweaks and improvements
Add correct components to rear turret Standing mounted turret seat setup
Mounted Turret Seat now supports multiple turrets on the same vehicle Initial rear turret setup
Today
Merge from deep_sea
Yesterday
shield improvements
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
Setup right entities Setup prefab variants
Yesterday
Add favourite paths to the file dialog
Yesterday
naval_update -> gun_turret (missed files)
Yesterday
naval_update -> gun_turret
Yesterday
Add /copypaste/ and /demos/ to shared ignore.conf file
Yesterday
Filled itemname on both charity plushies steam item
Yesterday
Added charity plushies to the skin viewer
Yesterday
fixed nightlight being too blue and dark
Yesterday
Yesterday
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
Yesterday
set up wire and hose entities, removed duplicate override controller
Yesterday
Update: AnalyticsUploader - combine AzureBulkJsonUploader and AzureBulkCSVUploader into BulkAccumulator - this also allows to combine the 2 uploaders into 1 This enabled aligning EventRecord serialization with current system. I think this is the last change to the code, next up will updating user code and testing in "real world". Tests: ran unit tests
Yesterday
setting up vm rpg skin
Yesterday
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
Yesterday
Casino upper floor dressing progress Fixed roof_flat_300x300_b Plywood variant for bar tables
Yesterday
Update: AnalyticsTable - bring back useJsonDataObject support Tests: ran unit tests
Yesterday
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Yesterday
Continued work to floating city 3 (still WIP) - floating walkway set dressing
Yesterday
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Yesterday
Enabled Frame Timing Stats within the Player settings as this is required for gathering GPU timings in release builds
Yesterday
Compile fix
Yesterday
merge from main
Yesterday
Fix error when build happens before navmesh is initialized
Yesterday
Adding 50 cal right rig
Yesterday
Added GPU frame timings to the performance logging
Yesterday
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Yesterday
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
Yesterday
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Yesterday
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Yesterday
created skins folder in rocket launcher folder, temp set up rpg as a spawnable weapon
Yesterday
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Yesterday
Boat building station is no longer a StorageContainer as it was never needed. Set Clear Area menu item to always be the lowest priority so it never appears as the default.
Yesterday
Tests: add all Analytics Uploader tests - Covers ClientFPUploader, ServerFPUploader, AzureBulkJsonUploader, AzureBulkCSVUploader with multithread data generation - Specialized editor logging for each uploader, as it doesn't make sense to emit compressed goup ClientFPUploader will need internet connection as it relies on steam Tests: ran unit tests
Yesterday
zero'd transforms in bandage entity
Yesterday
xmas floorpaper setup, wip
Yesterday
Follow Daniel's advice of merging two redundant code paths into one