250,201 Commits over 3,959 Days - 2.63cph!

3 Months Ago
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3 Months Ago
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3 Months Ago
Initial Assets have colors Preview tweaks Search widget Asset popup, will turn this into something more tooltip-oriented later Split left / split right Chips from tags Tweak styling, move current project to top of asset locations list Implement chip tag filtering Initial cloud browser, separate from asset browser Initial tabbed asset picker w/ both local and cloud assets Asset type picker Renames, deletes, duplicates handled by IAssetListEntry Clean up Implement `t:vmdl`/`t:vmat`/etc. and filters Implement Everything & Recents Cloud browser uses facets to select type - hide picker on search bar Fix warnings
3 Months Ago
reinforced wood shield world model
3 Months Ago
merge from main
3 Months Ago
hub page
3 Months Ago
Cloud browser uses facets to select type - hide picker on search bar
3 Months Ago
Update: don't trample on existing defines when changing mode switches Saves a bit of time when working with Performance Framework Tests: confirmed RUST_PERF_FWK stays when switching to none, client, client+server
3 Months Ago
Add Input.config Fix warnings
3 Months Ago
Create LICENSE
3 Months Ago
Create README.md
3 Months Ago
Document LoadOrigin
3 Months Ago
modular car style suspensions for battering ram and skateboard
3 Months Ago
merge from main
3 Months Ago
Compile fixes
3 Months Ago
BatteringRam now inherits from GroundVehicle
3 Months Ago
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3 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
3 Months Ago
Buildfix: Harmony loader is conditionally built via asmdef settings - Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines - Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64). Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
3 Months Ago
Update: Exclude unnecesary scenes when PerfFwk is enabled - We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues - It also saves iteration time, since we only build scenes we'll use for perf testing Tests: same as before
3 Months Ago
main -> vines
3 Months Ago
Update: Moving perf tests to PerfFwk plugin - Added additional references to PerfFwk Original idea of mixing perf test code into main assembly didn't work out, so for now going the path of contianing them in an isolated assembly Tests: tested with other changes to run pooling tests in CLIENT+SERVER standalone mode
3 Months Ago
Fix more NREs
3 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
3 Months Ago
Fix NREs
3 Months Ago
Add Verbose Hotload Logging option under Help https://files.facepunch.com/ziks/2024-10-11/sbox-dev_AHgWLtzQtX.png
3 Months Ago
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3 Months Ago
updated player prefab
3 Months Ago
New package type We no longer use the PackageType enum - because it's too rigid. Package types are all lowercase string comparisons now.
3 Months Ago
Asset package type doesn't exist anymore
3 Months Ago
Update service api Use new apis, partial obsolete old PackageType enum Fix obsoletes
3 Months Ago
free cam
3 Months Ago
button bits
3 Months Ago
Remove GameAssetType from upload Moving PackageTypes to table Delete AssetType enum Fix facets Use PackageType from database instead of old PackageType Rename old to LegacyPackageType Rename new to PackageType
3 Months Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
3 Months Ago
button header
3 Months Ago
Crumbling platform update + stage updates
3 Months Ago
buttons page
3 Months Ago
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3 Months Ago
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3 Months Ago
Potential fix for wolves jagged jumps
3 Months Ago
Merge from blowpipe
3 Months Ago
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd Make wolves flee a random distance to avoid visual repetition Make wolves flee further away to avoid being easy targets
3 Months Ago
Refactor modifier application so I can use it elsewhere.
3 Months Ago
buttons with razor code
3 Months Ago
split out components
3 Months Ago
Merge from main
3 Months Ago
merge from main
3 Months Ago
merge from fix_crafting_queue_wrong_item
3 Months Ago
merge from planter_night_rainfall_fix