reporust_rebootcancel

154,699 Commits over 4,536 Days - 1.42cph!

- Ability to limit changing race/gender from predefined steam id original - Add a 'connect to development server' in the browser for any developers playing on unity so we can easily go main menu -> test server - Ownership checks - Greatly clean up the player customisation backend
Today
Hooked up mounting animations
Today
merge from store_emptyinv_fix
Today
Fixed one more way for the store to break when you have no items
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Today
Make bad genes more common, most sheep / cows then look generic, and good genes ones eg black sheep become rarer to find (else because of dominant good genes we get a massive majority of black sheep)
Today
Fix sheep material looking wrong when dung gene is maxed out
Today
Experimental livestock name localizations
Today
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Today
Lamb & sheep shear FX
Yesterday
FX progress
Yesterday
Update: HttpImage - add option to use a best-fit mip - move httpimage comp to image on OverlayCarouselButton Tests: navigated to pack pages
Yesterday
Biofuel rig fixing liquid joint not being centered
Yesterday
Make remote controlled entities (turrets, drones, cameras) have base occlusion disabled - will enable it for RC entities when we do the push to get rid of the minimum 30m occlusion distance to make it work for anti-ESP, for now lets keep it simple and skip since RC entities are used for <1% of gameplay
Yesterday
Merge conflicts
Yesterday
Optim: convert overlay's carousel buttons to lazy load missing sprites - also cleaned some now-dead properties Tests: navigated to pack overlay page with both failloads 0 and 1
Yesterday
merge from base_occlusion -> main
Yesterday
500 extra bases from the server save
Yesterday
- add room.exportpastes <folder> to convert a folder of copy paste files (aka the server save) to the test format base occlusion expects - add support for base occlusion tests to work across multiple directories of test files (so we can keep the test bases organized)
Yesterday
merged 3p_melee_animsystem_updates
Yesterday
Fix refreshing faces being able to go above 1,000 depth, use a queue instead because initializing a large base can go over the limit
Yesterday
removed 9 further orphaned holdtype controllers no longer needed
Yesterday
merge from main
Yesterday
removed old unneeded holdtype controllers
Yesterday
adjust collider sizes
Yesterday
merge from main
Yesterday
merge from critter_animals -> Livestock_animals
Yesterday
Fix unity toolbar extender ui toolkit causing focus as well on domain reload
Yesterday
merge from render_pipeline_testing
Yesterday
fix atmosphere volume NREs for reals
Yesterday
Fix missing decor and foliage prefab references on MonumentIsland scene, fixes grass and decor not appearing
Yesterday
FX progress
Yesterday
main -> character_customisation
Yesterday
added WIP viewmodel unity camera anim
Yesterday
- set avatar on rig file - adding wip anims - added controller with param
Yesterday
Fix fractional reloads not working properly (mini crossbow)
Yesterday
Remove unneeded test
Yesterday
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Yesterday
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Yesterday
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Yesterday
Fixed the game window grabbing mouse + keyboard focus when running tests - should only show the window, not grab focus
Yesterday
Fixes for latest art assets
Yesterday
- Scale low grade + process time with food calories - Cache consumable component
Yesterday
Wires and decals for small room G
Yesterday
better rabbit animation/speed sync
Yesterday
Shear FX texture tweaks.
Yesterday
Improve base splitting - filter out external TCs and small structures so it only exports proper bases
Yesterday
fixed lods visual and sounds for all ladder hatches. added workshopscreenshotsettings.cs script that lets me control the height and rotation of camera during workshop export screenshot, per item. tweaked script so if a workshop prefab has animation toggle, it will cycle through the toggle for screenshots to shope open/close in steam screenshots workshop icon will always default to default animation setting applied to all ladder hatches, and bbq
Yesterday
Shearing FX wip.
Yesterday
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