reporust_rebootcancel

140,316 Commits over 4,383 Days - 1.33cph!

Today
Fix budget being treated as seconds despite being miliseconds
Today
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
Today
merge from playerboat_tests
Today
▅▄▍▆▌▌ █▅ ▇▍▌▊▇▄▊▄▄▍▊
Today
Merge from main
Today
Merge from water_well_B_spawn_fix
Today
Fixed food cache not spawning in water well B
Today
Testing changes to Jenkinsfile
Today
Fixed client convars with an empty default value showing as [?]
Today
merge from convar_defaultvalue_fix
Today
merge from main
Today
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
Today
Sit visuals correctly
Today
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
Yesterday
Yesterday
Removed the loading thingy, few more adjustments
Yesterday
Added electric furnace to the skin viewer
Yesterday
merge from automated_testing
Yesterday
Update all tests to call the base SetUp Removed KillAllEntitiesInRadius calls
Yesterday
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
Yesterday
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown Fixes entities leaking from tests
Yesterday
Add a twist relax slider for hand IK
Yesterday
Add offset to left hand IK
Yesterday
Update: StableObjectArray now exposes stable index lookup map (needed for transform access array jobs) - moved NativeArrayEx to Facepunch.UnityEngine plugin, enabled unsafe code, added Unity.Collections dep Tests: none, code is in the middle of breaking rewrite
Yesterday
replaced missed topology usage
Yesterday
replace topology query in road terrain modification with type query
Yesterday
exported edited 3p beanbag anim and set to loop
Yesterday
Updated mortar animation clip naming and added 3 reloads at different heights
Yesterday
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab) - no middle segment spawning - need to do more work on defining bridge points and adjusting paths to align better
Yesterday
Clean: dead test code removal Tests: compiles
Yesterday
Skin pass for hide poncho
Yesterday
Update: conversion to StableObjectArray - step 2, WaterLevel tests Tests: ran WaterLevel unit and perf tests
Yesterday
Merge from workbench_upgrades
Yesterday
Export the test list before running the tests from the pipeline
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Parachute backpack skinning pass
Yesterday
merge from itemslist_search_improvements
Yesterday
Improved search in item list, typing 'wood' will show the wood item first
Yesterday
exported 3p boat sterring anim and added to player animation controller
Yesterday
merge from itemslist_scaling_fix
Yesterday
Improved item list category button text scaling
Yesterday
Update: conversion to StableObjectArray - step 1, AntiHack unit tests Tests: ran antihack unit and perf tests
Yesterday
merge from itemslist_scaling_fix
Yesterday
Industrial Large Furnace - created icon, added it to the icon generator manifest. Added the furnace to the StorageAdaptorAllowCollisionGroup
Yesterday
Improved items and vehicles list grid scaling, works better with any resolution and different UI scale
Yesterday
tweaked transforms in wood shutters prefab (zeroing) added WIP kitchen cabinets to apartment prefabs
Yesterday
Merge from whatusesthis_fast_path
Yesterday
Added a faster version of What Uses This that will appear when right clicking script files Uses text search rather than generating the full project database Won't appear if the regular "What Uses This" database has been generated as that will be faster than this version Takes about 25s to find all uses of a script
Yesterday
Merge from broken_glass_col_fix