reporust_rebootcancel

142,806 Commits over 4,413 Days - 1.35cph!

2 Days Ago
Cranked the flicker floor up more.
2 Days Ago
The ~100hz neon flicker varies a little for each sign type. All use primes for both ints and decs to avoid waveforms ever fully syncing. Slightly raised the bottom floor of the wave.
2 Days Ago
Hackweek FPV Kamikaze Drone - Updated model, textures, materials, setup prefab, icon, updated skins list, etc. Fully functional single local up vector multi axis rotation flight model with new accurate 3D model https://files.facepunch.com/mauroavalos/1b1411b1/14_14-12-MatureElk.mp4
2 Days Ago
Check for mute on startup & look in response of submitting voice data to see if muted - gives ok time delay before muting without 100k players polling the API
2 Days Ago
Codegen
2 Days Ago
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
2 Days Ago
merge from decorative plants hackweek
2 Days Ago
Merge from missionobjective_findentities_optim
2 Days Ago
Fix some objectives searching on layers which are no good on the client
2 Days Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
2 Days Ago
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
2 Days Ago
Fix pool cue viewmodel not spawning
2 Days Ago
- Manifest - Force mount the pool table mountable on use
3 Days Ago
Remove remaining game logic from pool table
3 Days Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
3 Days Ago
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3 Days Ago
Merge from missionobjective_findentities_optim
3 Days Ago
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
3 Days Ago
Cleanup
3 Days Ago
Remove turn animations from AK, seems to break stuff even tho they aren't used
3 Days Ago
updated the building topology and added a collider for tree guards
3 Days Ago
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
3 Days Ago
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
3 Days Ago
Clean(tests): same for MovePlayer Tests: ran unit tests
3 Days Ago
Push up temp animations and angles for turn in place, maybe they can be used as reference
3 Days Ago
Add secondary motion/foot scatter, re-format fields
3 Days Ago
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
3 Days Ago
Ceiling lights just use the HasPower flag instead of On
3 Days Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
3 Days Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
3 Days Ago
Train tunnel light fixture material fixes.
3 Days Ago
fixed wrong conditional
3 Days Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
3 Days Ago
merge from reset_groups_command
3 Days Ago
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
3 Days Ago
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups Failed unit tests by making Limbo group visible from main grid cell Tests: ran TestNew_MoveOther, no longer fails
3 Days Ago
merge from mortar_prototype
3 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
3 Days Ago
Improve mortar uneven ground placement error
3 Days Ago
merge from main
3 Days Ago
Updating fpbconfig json with details for azure artifact signing
3 Days Ago
Fixed broken fixtures.
3 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
3 Days Ago
using HasSubscribers method instead of manual check
3 Days Ago
Id and NRE fixes
3 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
3 Days Ago
Bugfix(tests): fix incorrect setup of TestNew_KillSleeper We weren't injecting lastSeen records for other subscribers, which tripped up assertions Tests: ran unit test