reporust_rebootcancel

136,914 Commits over 4,324 Days - 1.32cph!

Yesterday
merge from main
Yesterday
merge from doors_deploy_fix
Yesterday
Removed old includeAllDoors hack in DeployVolume, unused
Yesterday
Cleanup EntityListScriptableObject, removed unused code
Yesterday
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
Yesterday
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Yesterday
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Yesterday
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Yesterday
merge randomize_seed to main
Yesterday
fixed boat priv issue with boxes, added check for when TC is placed after boxes
Yesterday
Adding burnt fuse into cannon barrel rig
Yesterday
merge debug_simulate_latency to main adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
Yesterday
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
Yesterday
Merge from Main
Yesterday
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Yesterday
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Yesterday
various stools (4) blockout
Yesterday
clothing box corpse fix pooled string and manifest updated
Yesterday
File changes on the bone knife swing action
Yesterday
clothing box corpse
Yesterday
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains - fix a bug that caused more snapshots to be sent than necessary (causing massive inflation) - add a couple fast paths, rewrote it to be a single-pass algo - reduced number of pooled lists usage Need to write unit tests for this Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
Yesterday
Imported and implemented new sounds for the bone club
Yesterday
Fix cannon jitter when reloading and firing at high ping.
Yesterday
removed basically every allocation. pool all the things
Yesterday
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
Yesterday
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
Yesterday
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Yesterday
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Yesterday
merge cannon_fuse_burn into main
Yesterday
Fix cannon reload camera animation looping back into itself.
Yesterday
Started working on store data overrides via a json file Refactored TryGetTakeover
Yesterday
Material/colour rejigs of shop E to push closer to concept
Yesterday
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Yesterday
Added mount pose tooltips and headers in the BaseMountable inspector
Yesterday
clothing box - gibs
Yesterday
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
Yesterday
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses Set to false by default, enabled for rowboat and steering wheel
Yesterday
exported horse 3p idle anim and set 'mounted animation speed' to 1 in horseSaddle.prefab
Yesterday
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Yesterday
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Yesterday
merge from shipping container optims branch
Yesterday
off_required_fix -> main
Yesterday
Fix off phrase being set to required
Yesterday
merge from main
Yesterday
better in-editor usability/visability of RconVars
Yesterday
added physics_used_memory profiler record for reading test: dry ran analytics with logs and we're getting expected byte values back from it
Yesterday
merge from boxes_dlc
Yesterday
made new prefab guides for explosives and comps so they have glass in the guide, and hooked up lod0s for guns, metal, scrap and stone instead of lod1 for guidemeshes
Yesterday
update from main
Yesterday
update from main