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139,555 Commits over 4,383 Days - 1.33cph!

Today
Mortar anim updates
Today
Seperate upgrade path logic for prototype/regular
Today
Comitting some mitting metas
Today
More neon sign work - new art, LOD0s only so far, some texture adjustments
Today
More UI
Today
move "inventory full" toast behind the inventory UI, blocks too much
Today
replaced door meshes with door prefabs on kiosks
Today
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
Today
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
Today
update apartment_complex_monument/prototype
Today
Buncha fixes.
Today
Fix a test fixture convar
Today
apartment doors lods, collision and static prefabs
Today
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
Today
More UI setup
Today
Merge: from main
Today
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Today
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
Today
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
Today
merge from main
Today
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Today
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
Today
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
Today
Avoid repeated calls to Terrain.activeTerrain
Today
testlist
Today
Commit the .meta files that keep popping up
Today
Skinning update for paintball overalls
Today
merge from woodpile_changestage_audio
Today
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
Today
merge from fix_privaddfriend_vis
Today
merge from computer_station_io (only manifest changes)
Today
manifest
Today
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
Today
Fix scientists not shooting most of the time
Today
merge from computer_station_IO
Today
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
Today
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
Today
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
Today
update from mortar
Today
Adding sweep animation with no root motion for 3p character
Today
Skinning update for space hazmat
Today
Temp fix for scientists not facing their target
Fixed ice mask/vest not appearing
Today
New(tests): tests for BaseNetworkable.HasCloseConnections and GetCloseConnections - named cell sizes for various layers in NetworkVisibilityGrid Tests: ran tests, failing where expected
Today
add io for twitch rivals desk skin
Today
Alternate idea
console_quickjoin_fix -> main
Today
Merge from main
Today
Increased timeout slightly to allow FPBuild to handle closing of started processes