reporust_rebootcancel

136,020 Commits over 4,474 Days - 1.27cph!

Today
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Halloween costume prefab fixes
Today
Create new livestock testing scene with ai enabled Setup cow movement speeds
Train tunnels test scene cleanup
Today
temporary pack icon, set up shotguntrap as skinnable and hooked up gamesroom shotgun trap skin to it
Today
crate texture update
Today
Bugfix: add missing reset call for noclip states - also minor refactor Tests: ran unit tests
Today
merge from oldconsole_purge
Today
More unused code
Today
Manifest update and collision for lockers damage stages
Today
Remove more old unused code Removed legacy_erroroverlay
Today
Fix safety delay not working with a potential range
Today
Fixed the satellite prefab path for test commands
Today
Enable saving on Satellite.entity again
Today
Fix potential issue with satellite being destroyed before impact leading to bricked flow. Should never happen, but worth covering.
Today
Clean: minor refactor - remove dead prop - wrap unparentTime in prep for moving to it's own state array Tests: compiles
Today
Manifest update
Today
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
Today
Bugfix(tests): use passed in array instead of global static when checking overlap with player Same bug as before but on a batched path - guess I was sleep deprived yesterday. Tests: ran all AH perf and unit tests - they pass
Yesterday
Bugfix(tests): use correct array when checking overlap with other player Fixes PerfIsFlying tests, gotta fix the batched now Tests: ran perf + unit tests
Yesterday
Fixed crash when closing dev tools
Yesterday
Move cathode volume component into project
Yesterday
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)
Yesterday
Assigned material to halloween costume
Yesterday
Fixing import warnings for haloween costume
Yesterday
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
Yesterday
merge from smallbackpack
Yesterday
Added the lens dirtiness volume component
Yesterday
Fixed downloadable backpack workshop model
Yesterday
Cathode renderer feature Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Yesterday
Trying new impact detection method out
Yesterday
Add debug drawing for impact
Yesterday
Prevented the night light volume component from being null in a build
Yesterday
Submitting alien costume with new mat names
Yesterday
merge from main
Yesterday
Removed old EngineUI prefab
Yesterday
Yeeted and moved more stuff
Yesterday
Clean: move IsNoClipping code to unit tests Tests: compiles
Yesterday
Moved the supermarket freezer in a more logical position, more space all around. Supermarket S2P
Yesterday
Removed old console code and prefabs
Yesterday
First pass on cow prefab Basic FSM with idle and roam
Yesterday
Merge from main
Yesterday
Added debug.emptytankermodule and debug.filltankermodule commands
Yesterday
Added some help to the water catcher panel
Yesterday
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
Yesterday
Fixed an infinite GUILayout issue when inspecting modular vehicles Crude oil pump now requires powergrid to be active (level 1 for now) Adjusted rates, spawn less per tick but much faster ticks
Yesterday
Obfuscation fix
Yesterday
Created a new GenericMountableAnimationSubSystem Designed for mountables that just use a single clip (ie. most of them) Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item Updated chair_animtest to demo behaviour
Yesterday
main -> game_room_dlc
Yesterday
Compile fix