reporust_rebootcancel

102,335 Commits over 3,744 Days - 1.14cph!

Today
Merge from zipline_improvements
Today
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning Increased the maximum distance a zipline can travel to 175m (was 150) This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release) The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
Today
merge from tincan_alarm
Today
Not deployable in large hollow trees Fire damage do not trigger the alarm Additional checks on wire deployment
Today
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Today
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Today
First pass on browser info
Today
Merge from main
Today
Added first pass of jungle wall ruin caps for kit testing
Today
Protobuf gen etc post-merge
Today
Merge main -> UWSkidoo
Today
Now deployable on the Default layer (fixes a lot of issues with monument colliders set on the Default layer) Disabled collision with player vehicles and AI vehicles Tweaked the deploy volumes again
Today
Added a way to override the placement layer mask of a deployable prefab
Hill cliffs erosion progress
Today
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
Today
Triggered by opening doors Updated protection values so it can take damage from fire
Today
plane update
Today
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
Today
Not deployable on tugboats Not deployable underwater Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
Today
Updated & enabled the navs and beacon that were already present on it but hidden. Just to test.
Today
Spotlight & flare fixes.
Today
Optimized textures. Removed old FP logo. Optimized lights. Fixed spotlight glare issue.
Today
Fixed tin can alarm deployable on itself
Yesterday
exported wolf run hit animation test
Yesterday
Fixed wallpaper pickup always giving default skin item
Yesterday
Fixed right click opening the pie menu while holding wallpaper
Yesterday
Test scenee
Yesterday
merge from main
Yesterday
Render folder paths and filenames now use the format "ItemName/SkinName/ItemName - SkinName_xxx"
Yesterday
Fix wolf not taking damage
Yesterday
Subtracting 101333 (introduced server issues)
Yesterday
Added PrepareScene_PreRecord for init between takes. Zero out Rotation parent for each take.
Yesterday
Remove unecessary includes
Yesterday
large rock formation a test case jutting cliff test case
Yesterday
Simplify hfsm by implementing it with a stack instead of recursion
Yesterday
Add my own test duplicate of twitch render scene before I destroy it
Yesterday
More batch rendering progress.
Yesterday
moved ragdoll convar to server
Yesterday
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Yesterday
initial setup of serverside ragdolling with moderate bike collision damage
Yesterday
merge from tincan_alarm
Yesterday
Visualise clip positions
Yesterday
scaled up the icon a wee bit
Yesterday
Update: Updating ProtoBuf Codegen to use new Pool API * Includes new debug CodeGenerator binaries(built from FreeList-Depr branch, commit 1874d134). RustProtoBuf will be merged to main once I get closer to completion of teh refactor. * Generated new Rust.Data/generated/*.generated.cs files with no FreeList calls Tests: build tests for all targets
Yesterday
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
Yesterday
Update the wire positions when playing the wobble animation Tweaked main collider
Yesterday
Allow nests FSMs
Yesterday
Wobble animation when triggered Triggered when damaged
Yesterday
merge from main