reporust_rebootcancel

154,092 Commits over 4,536 Days - 1.42cph!

Today
Merge from market_terminal_power_fix
Today
Remove failing icon test for marketplace terminal, no longer needed
Today
jellyfish movement shader and tendril lag script
Today
- Apples have a very small chance of surviving (10% chance) if you dont harvest them before harvesting the tree (coconuts will have a much higher chance of surviving) - Removed the chance of fruit to fall when hitting a tree - Natural beehives will still always spawn honeycomb + the swarm when fully harvesting a tree. This behaviour remains unchanged
Today
Adding new sheep animations
Today
Apartment complex set isSafezone to true, fixes not seeing hostile warning when close Remove BlockPlacement tag on prevent building, fixes "too close to apartment complex" construction error not working Remove unused chinook drop zone
Today
Fix compile
Today
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Today
merge from fix_recursive_log -> main
Today
- fix InvalidOperationException from iterating through connections while closing socket - prevent extra error messages from being logged after a connection is closed as the connection is kicked after any exception
Junkyard loot room
Today
merge from critter_animals
Today
Add haptic feedback toggle to gamepad options UI
Yesterday
squirrel prefab and animator updates with split idles
Yesterday
remove sleeping from critters, most are active during the night anyways and saves some extra time
Yesterday
Codegen
Yesterday
disable all of rabbit interest, taking up queue budget
Yesterday
Apply haptic feedback branch/shelves.
Yesterday
made ladder hatches skinnable, set up open/close script on them for workshop, will need screenshot code fix and also replacing with new art
Yesterday
merge from render_pipeline_testing
Yesterday
merge from main
Yesterday
fix player eyes in player preview applying fog from the main camera render in RRP
Yesterday
population changes
Yesterday
turtle spawning fix
Yesterday
Restored beehives to oak_b,c and e. oak_e has 100% chance to spawn beehive (just for testing)
Yesterday
Add tests to prove the threaded logging system is still working with the new fix
Yesterday
Add 10k queued log message cap & prevent exceptions thrown while sending messages to RCON from being logged to RCON itself - unity already protected against main thread log callback calling invoking the callback recursively but we need extra protection for RCON
Yesterday
integrate new frog anims, with randomness factor for different jump types
Yesterday
Update gamepad_configure to call the new ShowBindingPanel from the FP.Steamworks DLL so we can finally call the Steam input gamepad config screen without a hack.
Yesterday
Merge: from main
Yesterday
Merge from fp_steamworks_more_gamepad
Yesterday
Merge from main
Yesterday
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder) Fixed 8 problematic worldmodels
Yesterday
merge from automated_testing
Yesterday
merge from customvitals_noise_fix
Yesterday
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
Yesterday
NMS loot room Launch site room fix
Yesterday
merge from sv_clientadmin_exposures
Yesterday
Exposed weather.load and weather.reset to be callable on the client from the server Codegen
Yesterday
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
Yesterday
Merge: from ui_store_slim_ram/blurhash - New: HttpImage now know how to render blurhash images as loading placeholders Tests: navigated through store
Yesterday
Bugfix: if httpimagedelay expires, use results of first request that completed Tests: navigated store with httpimagedelay 10 and waiting till it expired
Yesterday
Update: generate blur textures of matching aspect ratio to original image Tests: inspected store with httpimagedelay
Yesterday
merge from main
Yesterday
Turn in place: chest-led rotation, 45 degree steps, head IK toggle player_model.prefab - head Gain 1.6->0.5 / Max 30->9.1, chest Onset 14->0 / Gain 1.0->2.2 / Max 20->28, TurnSpineLowerShare 0.45->0.85: the chest now carries the aim from the first degree of offset instead of the head absorbing ~19 degrees first, which is what caused the gun/aim disparity. PlayerModel.Turn.cs - turnminstepangle default 90->45: only the 90 clip was reachable so every commit swung a full 90 regardless of need, and this also drops the re-commit stability floor from 45 to 22.5. PlayerModel.Ik.cs - added pm_headik static (default on, no behaviour change) to disable the head look IK, which proved the head/gun misalignment and idle/ADS snap come from the IK rather than the animation export. DevTurnTuner.cs - on screen Head IK button plus L hotkey so that toggle is reachable in play without the console.
Yesterday
grenade_client_prediction -> main
Yesterday
- Fix complex on throw result - Compile fixes
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from Frog_Branch -> critter_animals