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130,068 Commits over 4,140 Days - 1.31cph!

2 Months Ago
performance tuning, cleanup
2 Months Ago
snap_deployables -> main
2 Months Ago
Compile fix
2 Months Ago
Allow rotating with R when wall snapping
2 Months Ago
Cleanup
2 Months Ago
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
2 Months Ago
don't use sort jobs
2 Months Ago
don't use sort jobs
2 Months Ago
Quick and dirty voicelines first pass
2 Months Ago
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
2 Months Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
2 Months Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
2 Months Ago
Lots of store views
2 Months Ago
Added DotRush config to ignore.conf
2 Months Ago
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
2 Months Ago
merge from indirect_instancing
2 Months Ago
fix server build
2 Months Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
2 Months Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
2 Months Ago
edited m15 pistol admire animation so it sits in the hand nicely
2 Months Ago
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard
2 Months Ago
Revert ProjectSettings.asset
2 Months Ago
Revert ProjectSettings.asset
2 Months Ago
merge from erosion
2 Months Ago
Prepare scientist TTS hooks (for prototyping only)
2 Months Ago
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2 Months Ago
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2 Months Ago
improved m15 pistol admire animation
2 Months Ago
strip light ceiling gibs
2 Months Ago
noise compression, reduce mip distance
2 Months Ago
Add TTS for prototyping
2 Months Ago
merge from main
2 Months Ago
Made serialized fields consistent between the Client and the Server for the SpatialEnvironmentVolumePass
2 Months Ago
tapering MaxCarveDelta off using multiple topology queries of different radii adjust sediment and waterheight values with carve limits so water and sediment are also corrected
2 Months Ago
All misc store pages
2 Months Ago
Fixed the issue with the player skin appearing completely white when using a 1:1 resolution ratio and a 90 degree FOV
2 Months Ago
merge from indirect_instancing (build test)
2 Months Ago
build fix
2 Months Ago
regenerate codegen
2 Months Ago
fixed normal issue on spotlight glass
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
Block the compound respawn mission in softcore
2 Months Ago
Reapply 123918, fix missing loot panels on client (not cherry picked as it was done directly on Aux2)
2 Months Ago
Merge from vine_syncPos
2 Months Ago
Subtract 123921 (was meant for aux2)
2 Months Ago
Remove a transform find by name every frame when conversations are animating
2 Months Ago
Merge from vine_syncPos
2 Months Ago
ConversationManager cleanup - no longer spawns and destroys a new client side gameobject per conversation ConversationManager is now a static class
2 Months Ago
Fixed the text animation not working on dynamic mission conversation pages