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140,916 Commits over 4,383 Days - 1.34cph!

2 Days Ago
Cant open tin can alarm when building blocked
2 Days Ago
Removed unknown region log spam in editor
2 Days Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
2 Days Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
2 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
2 Days Ago
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
2 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
2 Days Ago
Merge from main
2 Days Ago
Merge from main
2 Days Ago
merge from automated_testing
2 Days Ago
Merge from industrial_crafter
2 Days Ago
Craft speed multiplier fix. Pool fix
2 Days Ago
Cleanup
2 Days Ago
add engineer reinforced upgrades
2 Days Ago
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
2 Days Ago
Optimised test runner window OnGUI stack Editor test runs are faster
2 Days Ago
adding an industrial crafter test setup save
2 Days Ago
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
2 Days Ago
2 Days Ago
custom editor for attachments to help joint config
2 Days Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
2 Days Ago
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
2 Days Ago
Made the LODBakerTest script compatible with the new Bake functions arguments
2 Days Ago
updted upgrade placements for engineer and workbench tier 1
2 Days Ago
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
2 Days Ago
Merge from parent
2 Days Ago
deleted duplicate 3p spas anims
2 Days Ago
moved l96 holdtype to correct folder
2 Days Ago
Cherry Picked from 130098 (Removing LOD Baker debug code)
2 Days Ago
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
2 Days Ago
merge mortar_prototype to main
2 Days Ago
Remove previousLegAnimatorState tracking, apparently I added that for nothing
2 Days Ago
merge from main
2 Days Ago
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2 Days Ago
More setup tests
2 Days Ago
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2 Days Ago
Removed hull_corner prefabs, unused
2 Days Ago
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2 Days Ago
merge mortar_prototype to main
2 Days Ago
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
2 Days Ago
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
2 Days Ago
main -> vendingmachine_ui_refresh
2 Days Ago
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2 Days Ago
Merge: from main
2 Days Ago
removed uneeded anims events from some 3p anims
2 Days Ago
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
2 Days Ago
Merge: from main
2 Days Ago
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
2 Days Ago
Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it
2 Days Ago
Updated player update animation import preset