reporust_rebootcancel

153,752 Commits over 4,536 Days - 1.41cph!

2 Years Ago
merge from terrain_collision_interact_fix
2 Years Ago
merge from skin-bundles-2024-09
2 Years Ago
merge from WorldModels
2 Years Ago
Delete UI.Inventory.controller, not used at runtime and prints warnings when opening the editor
2 Years Ago
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2 Years Ago
Fixed more armoured passenger module collider holes
2 Years Ago
Update the inner lake topology of craggy island so it renders water
2 Years Ago
Disabled deployment of Ice Throne on Tugboats (it uses a non-convex mesh collider)
2 Years Ago
Merge from spraycan_shippingcontainer_qol
2 Years Ago
Shipping container block colour is now saved as ClientInfo so will persist across servers and through client restarts
2 Years Ago
Raised waterlogged point on motorbike and sidecar bike significantly
2 Years Ago
Fix spray can not appearing in crafting menu if player searches "can" We search descriptions as well in that menu and too many items have the word "can" in the description, flooding the results (we only take the first 60 results)
2 Years Ago
Merge from main
2 Years Ago
Merge from nametags_random_colour
2 Years Ago
Server now sends a player network upate when a player enteres or leaves a team, fixes the teamID being out of date on non-local clients until the player enters and exits network range Caused some inconsistent esp name colouring
2 Years Ago
Merge from main
2 Years Ago
NRE fix, increased inside checks distance
2 Years Ago
Merge from main
2 Years Ago
Reworked wallpaper sockets, they now use Socket_Specific instead of ConstructionSocket Added SocketMod_Inside, requiring the construction to be placed inside a base (applied to the hard-side wallpaper)
2 Years Ago
high caliber revolver sounds
2 Years Ago
merge from world_update_2
2 Years Ago
further progress on river to ocean blending
2 Years Ago
Wallpaper deployable on building block hard-side, only when inside the base Any hard-side wallpaper exposed to the outside world is removed Very wip
2 Years Ago
merge from main
2 Years Ago
Backup
2 Years Ago
better default locker specular
2 Years Ago
Progress
2 Years Ago
Base flame
2 Years Ago
Updated Procedural Map_Cliff_DecorUniformTest to use PlaceCliffsUniform Updated cliff_hills_test to remove slope scale from Terrain Anchors (testing if this is even still required)
2 Years Ago
Added Z rotation to PlaceCliffsUniform
2 Years Ago
Working files.
2 Years Ago
More proxy test settings
2 Years Ago
Prevent wolves from being scared by noises too easily, make wolves favour circling more
2 Years Ago
Arched rock formation
2 Years Ago
Setup corpse and loot
2 Years Ago
Unique rock formation progress Recreated the god rock and anvil rock
2 Years Ago
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2 Years Ago
Merge: from fix_hitinfo_pooling Tests: all modes build in editor, got attacked by animals then injure->kill - correct killer (and no leaks of HitInfo in Pool)
2 Years Ago
Initial support for Azure client secret authentication - Added convars analytics.azure_tenant_id, azure_client_id, and azure_client_secret, and analytics_bulk_container_url - analytics_bulk_upload_url remains as the first try when set with a SAS url - analytics_bulk_container_url contains only the storage container with no SAS url, and is used with the client credentials
2 Years Ago
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2 Years Ago
Merge from wip/testrun3
2 Years Ago
All remaining item setup
2 Years Ago
Bugfix: show valid last attacker when suiciding We used to cache pooled HitInfo which could cause it to be randomly modified by other hit processing. Now we cache a value struct isntead of hitinfo. Tests: solo session, get attacked by an animal, then run injure -> kill. Used to see self as killer, now see animal
2 Years Ago
- Metal Shield Viewmodel submission - Material and Textures Setup
2 Years Ago
Bugfix: Fix server-side leak of HitInfo for player melee attacks Still on the lookout for the sourc of bad death screen info Test: local session, couple hits by p2 and the pool numbers for HitInfo stayed stable
2 Years Ago
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2 Years Ago
Cleaned up the Localization tools MenuItems name and priorities
2 Years Ago
Add anim to wolf jump Tweak fsm api to prevent bugs we could catch in a static way Make it possible to stack the disabled state on a navmesh agent