reporust_rebootcancel

142,194 Commits over 4,413 Days - 1.34cph!

Yesterday
Fixed console not adding sv in front of server command when using the arrows to navigate through autocomplete
Yesterday
Added a button to teleport to the associated entity on UGC entries in the admin panel Added global.teleport2entityid command
Yesterday
- Updated the max and min framerate distances to be ConVars rather than specified per light - Moved the distance based refresh to another method so it can be checked separately from the framerate limiting checks
Yesterday
merge mortar_prototype
Yesterday
remove default value on recoil pitch duration
Yesterday
Phrase contexts
Yesterday
Fixed copypaste names not being truncated in list view
Yesterday
Added confirmation popups when deleting loadouts and copypastes files
Yesterday
Cherry picking Jenkinsfile changes
Yesterday
Added FPBuild to list of files that should be ignored by plastic
Yesterday
Merge from workbench_upgrades
Yesterday
Merge from main
Yesterday
Set workbench_upgrade_icons to false by default. Disables workbench vital panel icons by default.
Yesterday
merge from defaultsortingorder_update
Yesterday
Merge from main
Yesterday
removed gear crafting cost from binoculars
Yesterday
merge from workbench_upgrades
Yesterday
Reinforced upgrade: healthBonusLevel1: 750>500 healthBonusLevel2: 750>500 healthBonusLevel3: 1125>750 healthBonusIOBench: 750>500
Yesterday
efficency now excludes beancans and gunpowder
Yesterday
server compil;e fix
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
merge from mortar_prototype
Yesterday
Fix terrain and foliage RenderParams rendering layer mask
Yesterday
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
Yesterday
Refactored how we create and dispose controller handles, much cleaner Fixes priority not being respected for child animation controllers
Yesterday
Update WearableReplacementByRace component, now attaches to a skinned mesh and contains sets of SkinSet<->Mesh Needs to be added to each LOD level individually Added an auto populate button that fills in the sets automatically based on name parsing, saves a lot of tedious clicking
Yesterday
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Yesterday
Fix NRE when no editor window is selected
Yesterday
Ensure mask update group is provided
Yesterday
Ensure support for weapon attachments and plant genetics throughout the new vending machine sell pipeline
Yesterday
Fix animator window always opening (only inject the playable dropdown when the window is focused)
Yesterday
mortar flight sound tweaks frag/he mortar explosion variations
Yesterday
Fix mortar first person arms disappearing sometimes
Yesterday
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Yesterday
Merge from main
Yesterday
Fix typo
Yesterday
initial industrial garage door prefab updates with animated rig, anim controller added
Yesterday
Fixed case where player could get stuck in aiming animation when throwing a grenade
Yesterday
Fix HE color in mortar UI
Yesterday
Implement zero angle sweep/attack/reload, disable new recoil anim less than 2-5 degrees
Yesterday
Fix duplicate internal IDs on the new mortar animations
Yesterday
Fix hidden items showing up in the vending machine search
Yesterday
- Add health UI bar to mortars (toggle for all mountables, sorry for stupid long import but this is cleaner than just adding it for mortars). - Bump up culling distance on mortar mesh - Disable smoke trail on mortar shells held in hand - Add recoil animation on mortars to make recoil more intuitive - Add `error_mortar_uneven_ground` toast to make it more obvious why you can't deploy a mortar
Yesterday
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Yesterday
update export with fix's to IK positions
Yesterday
Adding extra mortar anim for sweep and reload attack at 00
Yesterday
empty_country_fix -> main
Yesterday
merge from main -> apartment_complex_monument