reporust_rebootcancel

125,171 Commits over 4,079 Days - 1.28cph!

Yesterday
Revert execution order changes
Yesterday
Revert script changes
Yesterday
Revert compute changes
Yesterday
Revert prefab changes
Yesterday
Revert package changes
Yesterday
Revert platform changes
Yesterday
Merge from manual_anchor
Yesterday
Revert changes to shader includes
Yesterday
Reverted changes to supported shaders
Yesterday
Revert changes to ProjectSettings
Yesterday
More work on railings and stairs for floating walkways
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
Yesterday
fix server compile
Yesterday
.mat changes
Yesterday
some more progress on the manual anchor
2 Days Ago
New inventory crafting modal + generic modal component
2 Days Ago
redesigned inventory overlay warning + button prefabs
2 Days Ago
Remove some barks
2 Days Ago
Change push bark
2 Days Ago
Remove another bark, change push bark
2 Days Ago
Remove peek VO
2 Days Ago
merge from main
2 Days Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
2 Days Ago
Merge from vsync_limit_fix
2 Days Ago
Connected Session new design
2 Days Ago
Remove comments
2 Days Ago
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
2 Days Ago
Update: make turret scan const a servervar - called `sentry.scantimer`, default to 1s Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
2 Days Ago
Merge: from main Tests: none, no conflicts
2 Days Ago
Bugfix: AutoTurret no longer misses players moving it's it's FOV - Done by running scans every second when not tracking any targets Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
2 Days Ago
Updated art on floating walkway railings
2 Days Ago
Better commit message: Deployables of the same type will now snap together provided they are close enough. Boxes, Shelves will now auto snap etc.
2 Days Ago
Deployables of the same type will now snap together: Eg walls will snap together
2 Days Ago
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
2 Days Ago
Bugfix: powering up auto-turret now runs a search - Simplify and clean authDirty-related code One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed. Tests: powered up the turret by standing in front of it - it started shooting correctly
2 Days Ago
merge from main
2 Days Ago
improved topology-based max carve height to produce a better gradient
2 Days Ago
manual anchor fbx update and some priliminary texture/material work
2 Days Ago
Huge code cleanup Introduce two modes, simple or advanced snapping behaviours
2 Days Ago
Remove some voice lines that seemed out of place
2 Days Ago
Merge from negative_source_modifiers_godmode
2 Days Ago
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players. Added Modifier.HasNegativeSoruce()
2 Days Ago
Pre-emptive reload when mag not full and target not seen for a while
2 Days Ago
tweaked wall storage deploy volumes to allow for small wood storage
2 Days Ago
add store icons