reporust_rebootcancel

141,614 Commits over 4,383 Days - 1.35cph!

Today
Add poolable to upgrade visuals
- Codecleanup - New binocular effects toggle at night
Today
Flagged tests that need to be ignored by CI
Today
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line CI testlist is generated when we generate the regular test list Tests can be excluded from CI with the ExcludeFromCI attribute Test parameter can be filtered too with FilterForCI in TestParameterSource
Today
Do not build the unity navmesh when in recast mode
Today
Assert inside all recast methods that the useUnityNavmesh is false
Today
Progress on parquet floor (replacing concrete floor) in penthouse apartment
Today
Fix generic overlay scaling causing mortar UI to scale the wrong way
Today
Add reset static fields to base screen shake
Today
merge from main
Today
Quick icon panel cleanup. Static RPC guard.
Today
merge from main
Today
merge from placement_ignoreentity
Today
Added an ignore entity field to Construction.Placement that can be used by socket mods down the line This allows us to ignore the entity being upgraded/reskinned when running SimpleUpgrade::IsUpgradeBlocked. Fixes large furnace reskins always failing
Today
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
Today
mortar anim updates
Today
Merge from SalvagedRecycle - Fixed salvaged workbench upgrade not recycling into anything
- Stop unity complaining about main tex - Ensure ping markers show up
Today
Fixed salvaged workbench upgrade not recycling into anything
Today
marketplace set dressing backup
Today
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
Today
Updated Freestanding Sink Prop Textures
Today
Move mortar shell visual to the prop bone on mortars
Today
Fix cases where rotation could still be using recast in unity mode
Today
Industrial Storage - tweaked icon settings in prefabs
Yesterday
Merge from workbench_upgrades
Yesterday
Merge from test_fixes
Yesterday
Fixed a few more test issues causes by correctly testing all benches. All tests now pass.
Yesterday
changed bowless crossbow steamid to 10492
Yesterday
Fix other cases where it was possible to fallback to recast code path when agent is null but useUnityNavmesh is true
Yesterday
merge from weapon_refresh_salvaged_cleaver
Yesterday
merge from main
Yesterday
Bunch of text fixes. Tests now correctly run on all 4 benches. Tests now output which bench failed a test.
Yesterday
manifest, fixing industrial garage doors not skinning
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
Fix old animals dying when spawned on a navmesh tile that has yet to be built
Yesterday
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Yesterday
merge from batteringramhead_health_fix
Yesterday
Fixed battering ram head not showing its health
Yesterday
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Yesterday
Increase prototype fail chance to 25%
Yesterday
Initial workbench upgrades loot pass - comfort, defensive, recycle bin, range found in regular crates - prototype, reinforced, efficiency found in military crates - accelerated & salvage found in elite and locked crates
Yesterday
Industrial Storage - final textures, icons
Yesterday
Remove mount anchor grounding on mortar
Yesterday
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Yesterday
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Yesterday
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Yesterday
Fix TryGetAgent not returning false when agent fails to be added