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143,894 Commits over 4,413 Days - 1.36cph!

Just Now
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Just Now
merge from main
3 Minutes Ago
Default binds are automatically localized so non us-QWERTY players dont have to rebind everything when starting the game for the first time keys_default is now using 'bind_default' instead of 'bind'
5 Minutes Ago
Shrink/expand thruster actions don't consume fuel if already at min/max. Shrink doesn't do the movement nudge in this situation either.
26 Minutes Ago
Fix lock trajectory token
26 Minutes Ago
Delete old SatelliteOrbit prefab
29 Minutes Ago
Satellite kills players on impact. Added killRadius and debug draw.
38 Minutes Ago
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
39 Minutes Ago
Optim: get rid of a string alloc in teleportpos Forgot it when expanding string view compatibility Tests: used enable_marker_teleport
40 Minutes Ago
Bugfix: fix invalid trimming in ToVector(StringView) - StringView - add 2- and 3-char Trim overloads - add a unit test Tests: unit tests + enable_marker_teleport
1 Hour Ago
Fix fuel cells draining in wrong order
1 Hour Ago
Merge from main
1 Hour Ago
merge from PlayerRigUpdate2
1 Hour Ago
merge from playerboat_beached_flipping_fix
1 Hour Ago
better controlled lifting force with PlayerBoat unbeaching
1 Hour Ago
merge from keyboard_layouts_fix
1 Hour Ago
Reverted environment volume changes for wing and core interiors
1 Hour Ago
More keyboard layout fixes. We now register all buttons using their display name Symbols not part of the Key enum are still stored by their name for consistency Binds saved with raw keycaps are auto converted "bind [ kill" -> "bind leftbracket kill"
1 Hour Ago
Merge: from main
1 Hour Ago
Clean: add root-level *.slnx to plastic ignore list Tests: plastic doesn't show it as a new file
1 Hour Ago
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
1 Hour Ago
Added error handling when cleaning up temporary map files upon cancelling the download Temporary map file names now use unique GUIDs
1 Hour Ago
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
2 Hours Ago
Merge from main
2 Hours Ago
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2 Hours Ago
Merge: from main
2 Hours Ago
Merge: from pm2
Rin
2 Hours Ago
merge from save285 - Staging wipe!
2 Hours Ago
Codegen
2 Hours Ago
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
2 Hours Ago
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
2 Hours Ago
Merge from main
3 Hours Ago
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
Rin
3 Hours Ago
network++ save++ persistance++
3 Hours Ago
fixed BDU protection values switched
3 Hours Ago
commiting a bunch of meta files plastic moaning about
3 Hours Ago
ballistic armor condiction pass
3 Hours Ago
Merge from main
3 Hours Ago
merge from main
5 Hours Ago
Merge from tutorial_animator_fixups
5 Hours Ago
Delete some more deprecated components
5 Hours Ago
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
Today
Merge from PlayerRigUpdate2
Today
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
Today
Hardcode drop_item gesture to 1s as it's now faster
Today
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Today
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
New rear turret IK curves
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
Today
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants