reporust_rebootcancel

141,340 Commits over 4,383 Days - 1.34cph!

Yesterday
Fix TestCooking item leaks
Yesterday
merge from main
Yesterday
Fix female swimwear clipping with trousers
Yesterday
Merge from main
Yesterday
Merge from lod_baker_multiple_source_meshes
Yesterday
Updated LOD Baker's baked textures' naming conventions
Yesterday
Merge from main
Yesterday
Updating pilot hazmat burst cloth constraints iterations
Yesterday
Added tint mask for apartment trims
Yesterday
vanity_cabinets_a lod0 initial pass on texture and material including paint variation
Yesterday
Material changes, visual polish
Yesterday
first pass of dart projectile prefab, with lerping animation curve movement (clientside only rn) connected all parts together usin the board entity as the middle layer with RPCs (controller -> board -> reticle -> board -> dart -> board -> controller)
Yesterday
updating kiosk with more dirt & interior shelves. Ran into a problem with decal signs not showing up. Submitting for Hannah to check
Yesterday
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Yesterday
Change `renderer_submeshes` convar from 1 -> 2 but keep it scoped to only work with RendererBatch components that specifically enable AllowSubmeshes - allows batching on container to be toggled by changing `renderer_submeshes` convar
Yesterday
TestGuns maintenance
Yesterday
added base decor pack sitem as required item for storage barrels in their steam item files
Yesterday
industrial large furnace - added gibs, updated collider, set max texture sizes for baked lod
Yesterday
penthouse apartment plaster WIP
Yesterday
Source updates - added conditional meshes to vest and legs. fixed some clipping issues on pants and shirt geo. Updated bdu and ballistic item prefabs
Yesterday
exported 3p drop/pickup item anims
Yesterday
merge from electric_furnace_emissive branch, set electric_furnace emissive to maximum of 1 and tweaked emissive texture to compensate
Yesterday
sprays and emojis for industrial
Yesterday
Merge from 3p_spectator_improvements
Yesterday
Fixed launch site terrain
Yesterday
merge from workbench_upgrades
Yesterday
Codegen
Yesterday
Prefab cleanup pass
Yesterday
Diving wetsuit male and female adjustments
Yesterday
Merge from main
Yesterday
Request linear color space for render targets in UnderwaterPostEffect
Yesterday
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Yesterday
merge from FireRate_Tooltip
Yesterday
merge from main
Yesterday
low fences LODs and updated prefabs
Yesterday
First pass on vehicles affecting navmesh
Yesterday
Merge from main
Yesterday
merge from radtown_1_lightstuff
Yesterday
Fix VM camera animations on mortar
Yesterday
Merge from workbench_upgrades
Yesterday
main -> binoculars_ui_refresh
Yesterday
vendingmachine_ui_refresh -> main
Yesterday
Add condition, ammo, genetics display etc to customer loot panel when buying from the new vending ui
Yesterday
removed the interior concrete lip from the apartment core facade
Yesterday
Any errors logged during a test now fail the test, can be bypassed with the AllowsLoggedErrors attribute Also try catch exceptions in WaitUntilWithTimeout and AssertTrueForDuraton and fail the test
Yesterday
Reapply changes to oilrigs, codegen
Yesterday
WB1 corpse fix
Yesterday
Fix RebuildTilesInBounds not rebuilding in independant navmeshes if main navmesh is not built, early out if bounds don't intersect
Yesterday
Move PB to shared, common. WB1-3
Yesterday
Fix powerline poles being ignored by navmesh (handle capsule colliders)