reporust_rebootcancel

139,628 Commits over 4,383 Days - 1.33cph!

Today
Merge from prototype
Today
//Todo
Today
More workbench UI work for prototype upgrade
Today
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
Today
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
Today
fix CCTVRemoteCamera missing vclouds and vfog components
Today
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Today
Add a way to use multiple animation handles with the player model.
Today
fix default rotation of pumpkin in painting menu
Today
tighten up waterwheel dismount positions
Initial setup for new vending machine admin ui
Missing files
Today
update phrases - fix overfished message - waterflow message - lootinsafezone msg
Today
Bleed fix.
Today
More monument scene lighting fixes for updated assets.
Yesterday
Merge from main
Yesterday
exported latest bowless crossbow viewmodel anims
Yesterday
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
Yesterday
Scientist Santa restored in the santa sleigh
Yesterday
Restore path highlighting
Yesterday
Start making conversation for apartment vendor NPC
Yesterday
Code gen
Yesterday
merge from mortar
Yesterday
Mortar anim updates
Yesterday
Seperate upgrade path logic for prototype/regular
Yesterday
Comitting some mitting metas
Yesterday
More neon sign work - new art, LOD0s only so far, some texture adjustments
Yesterday
More UI
Yesterday
move "inventory full" toast behind the inventory UI, blocks too much
Yesterday
replaced door meshes with door prefabs on kiosks
Yesterday
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
Yesterday
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
Yesterday
update apartment_complex_monument/prototype
Yesterday
Buncha fixes.
Yesterday
Fix a test fixture convar
Yesterday
apartment doors lods, collision and static prefabs
Yesterday
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
Yesterday
More UI setup
Yesterday
Merge: from main
Yesterday
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
Yesterday
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
Yesterday
merge from main
Yesterday
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Yesterday
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
Yesterday
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)
Yesterday
Avoid repeated calls to Terrain.activeTerrain
Yesterday
testlist
Yesterday
Commit the .meta files that keep popping up