reporust_rebootcancel

138,983 Commits over 4,505 Days - 1.29cph!

Yesterday
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
Yesterday
exported updated glass ar admire anim
Yesterday
Compile fix
Yesterday
merge from main
Yesterday
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP
Yesterday
merge from automated_testing
Yesterday
merge from main
Yesterday
Merge from m15_modslots_fix
Yesterday
Fix M15 pistol skin not having matching mod slots to base semi-automatic pistol, meaning targetting attachment mod could not be attached Add automated test for catching item redirects not having matching mod slots. Appears that M15 was the only case
Yesterday
Converted DummySwitch (monument specific switches)
Yesterday
Reapply GunnerTest
Yesterday
merge from main need to reapply 2 changes
Yesterday
Regenerate testlist, all new ones pass
Yesterday
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
Yesterday
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
Yesterday
merge from fix_airfield_powergrid_indicators
Yesterday
apply to scene, S2P airfield
Yesterday
better fix, 3 lights on bottom for door and improved scaling
Yesterday
Added new honey bandage icon
Yesterday
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced
Yesterday
updated texture res for wood armour jacket and pants. set to 1k
Yesterday
- Various fixes to stop editor multiplayer servers from freaking out when spun up independently (allowing multiple servers to run) - Cleanup SteamClient valid checks - Setup a bunch of new scenarios
Yesterday
Prefab setup and set dressing/look dev exploration in small room variants J, K, L. Updated mani
Yesterday
Updated wood armour helmet shading and updated textures. set texture resolution to 1k
Yesterday
merge from main
Yesterday
merge from vehicle_pooling
Yesterday
merge from existing fix branch: airfield_powergrid_light_fix
Yesterday
merge from fix_airfield_powergrid_indicators
Yesterday
Merge from main
Yesterday
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing
Yesterday
Misc code improvements for StagedRendererLOD
Yesterday
S2P airfield
Yesterday
fix offcenter and upsidedown airfield powergrid indicators
Yesterday
Updated gate to look more "gate-y"
Yesterday
merge from medical_honey_bandage
Yesterday
fixed muzzle brake flash offset after 3p position corrections for: SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun now matches assault rifle position
Yesterday
square steam images for ice king set
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Instant health 8 -> 10 Healing over time 0 -> 4
Yesterday
new store description for ice king pack, and square steam images for patterned sofa
Yesterday
Add ability to test mutiple virtual clients through just one editor, meaning we no longer need to maintain multiple projects to test multiplayer. Uses the Unity multiplayer playmodepackage. - Setup scenarios for 2,3 and 4 players - Guard a bunch of steam stuff that results in NREs on multiplayer playmode
Yesterday
Test list Reapplied discarded network range changes
Yesterday
merge from main
Yesterday
merge from io_networkrange
Yesterday
Updated the network range of most player deployed IO prefabs, reduced network distance on 48 prefabs
Yesterday
Flare animation updates
Yesterday
Converted card reader, added new tests BaseDetector cleanup
Yesterday
Merge from main
Yesterday
Added fence mesh for deployable and a fence gate mesh for testing.