reporust_rebootcancel

136,763 Commits over 4,474 Days - 1.27cph!

Today
fixed issue of commands writing SDF data directly to the client entity instead of the server - change default value of 0 to mean unitiailized
Today
Added another test to make sure that when alt looting with a full inventory, the extra clothing will go into the body bag
Today
Update testlist
Today
Start of snapping to existing fences. Fix delete visuals.
Today
Update test list
Today
Add new tests to TestItems for alt looting behavior I fixed & ensuring corpses still block input correctly
Today
Merge from main
Today
Add ability for RPCFactory.MoveItem() to supply ItemMoveModifier parameters
Today
Fix NRE from ConstructionError.Log() for players without connections (for tests)
Today
Create method for PlayerOpenLoot() inside DroppedItemContainer outside of the looting RPC (same idea as what StorageContainer has)
Today
Whitespace fix for BRP_BloomPass
Today
Update(tests): patch MapMarkerMissionProvider Tests: TestMTSave passes (down to 2)
Today
Codegen
Today
Update: TestServer now initializes PaintballColorLookup.instance Tests: TestMTSave - 5 -> 3 fails
Today
Bugfix: make TravelingVendor.Save MT friendly - get rid of wheel flags processing, they were updated on server and sent over, but not used - cache linear velocity every fixed step (we're missing on interpolation, but we only send the snapshot every fixed update anyway) - use manually interpolated steeringAngle instead of querying the wheel collider Tests: TestMTSave(down to 5 remaining), ran TravelingVendorTest scene and looked at the vendor as it drove around
Today
merge from main
Today
Snap render reduced size. halved fence height.
Today
merge from main
Today
Add more items to ItemManager.Items to make tests easier
Today
added final textures for bar games wallpaper01 , changed it to floorpaper, renamed, set up materials and desctiption etc. Still needs icon
Today
Prototype/wip
Today
Added new collision mesh for problem prefab
Today
Add convar for "bypassiteminputrestriction" to allow the server to be put in a mode where you can move items into input blocked containers
Today
merge from skinviewer_charityplushies
Today
Added charity plushies to the skin viewer Fixed plushie 04 wrong shortname in the sitem
Today
merge from minifridge_reskin_fix
Today
Fix reskinning mini fridge not preserving storage adaptor
Today
some more tweaks to the art in lootroom
Today
re-oriented door in powerplant_dependant_loot_room prefab
Yesterday
Bugfix: move tin can updates out of Save, as it's not MT safe Tests: TestMTSave and placed it on the ground, walked over and opened inventory
Yesterday
Remove obsolete potato subshaders to reclaim memory
Yesterday
merge from main
Yesterday
helper server commands for testing, `basesculpture.applyrandomshapes` and `basesculpture.printcrc` both take optional radius arg
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Update(tests): TestServer now also initialized TrainWagonLootData and Translate classes Tests: TestMTSave - 13 -> 7 fails
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
IO setup for generic powergrid connected lootroom
Yesterday
Bar Stools - Updated models with LOD0, updated materials with bake textures, updated prefabs with new models
Yesterday
set up finished tictactoe sprays and added variations to possibly be hooked up later
Yesterday
Fixed some issues with the tone mapping and the lift gamma gain
Yesterday
merge from canvasrenderer_warning_fix
Yesterday
Removed all the unnecessary canvas renderer components from prefabs using 3D tmp texts S2P apartment complex
Yesterday
blocker gib rename
Yesterday
Testlist
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Bugfix: batch of bugfixes to Save being not MT safe - removed more Time dependency - replaced Transform access with TransformHandle bypass Tests: TestMTSave - 20 -> 13 fails
Yesterday
Merge from main
Yesterday
Crate spawning now supports multiple crate types, picked at random. Hooked up all 3 crates.
Yesterday
Fix cue not staying in our right hand
Yesterday
Removed CanvasRenderer RequireComponent from Graphic, was done by Unity in the latest GUI package update, was reverted when merging with our custom version Updated all Graphic custom child classes to have their own RequireComponent