250,533 Commits over 3,959 Days - 2.64cph!

4 Months Ago
Added GameObject/Component EyeDropper. Can select by clicking on an object directly or through the hierarchy. Resolves Facepunch/sbox-issues#6547 https://files.facepunch.com/CarsonKompon/2024/October/04_11-04-ChocolateXiphias.mp4
4 Months Ago
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4 Months Ago
optimised turf
4 Months Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
4 Months Ago
Searchable tags for is a package has achievements, is vr only etc
4 Months Ago
- Adjusted Bradley spline height. - Check how close before you enter
4 Months Ago
Visuals for path
4 Months Ago
merge from flow_vector_field
4 Months Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
4 Months Ago
Improve cover selection and debug, fix some objects not blocking the trace
4 Months Ago
Dragging a prefab into a scene view uses the scale of the prefab. Resolves Facepunch/sbox-issues#6548
4 Months Ago
Added catapult test meshes for Flavien
4 Months Ago
Siege tower constructable tweaks
4 Months Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
4 Months Ago
Fixed Interactable Prompts overlapping if you edged the interact radius Created ItemResource and ItemPickup Created first item with temp art/model. Added Pickup Sounds Added Item Storage to Inventory Component, with InventoryUI Implemented NextDialogueCondition proper, setup basic rubert condition Can now in-line items in dialogue with <item:id[:name]> tags Set up Ginnie dialogue condition
4 Months Ago
corrected offset of dpv mounting bounds check
4 Months Ago
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4 Months Ago
Orientation fix on catapult
4 Months Ago
Fixed catapult hierarchy
4 Months Ago
merge from main (105767)
4 Months Ago
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4 Months Ago
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
4 Months Ago
Scene Updates
4 Months Ago
Box projection tweak npc material box project brick and floor mats Remove log Hole shader supports tinting
4 Months Ago
LS - changed a pallet placement in factory side room
4 Months Ago
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned Applied this new system to the siege tower
4 Months Ago
Friends List and button
4 Months Ago
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4 Months Ago
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4 Months Ago
Fixed card videos Move the decorators off the card, into the meta section
4 Months Ago
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
4 Months Ago
Find query optimizations Clena up package card a bit
4 Months Ago
Better vislog for cover debugging
4 Months Ago
4 Months Ago
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4 Months Ago
merge from dive_mission_range_increase
4 Months Ago
fixed water on billb test map
4 Months Ago
Reverted the divemaster missions to a max 500m Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
4 Months Ago
Update: Reducing which scenes we have set for build in Build Settings Our internal build macros only build 2 scenes, while Test Runner tries to build all (incl disabled) scenes set in the Build Settings. This allows us to run Player-mode tests without extra steps. Tests: With PerfFwk enabled, ran pool perf tests in Player mode - it ran and gathered results.
4 Months Ago
Update: Reorganization of the perf test framework - Unity.PerformanceTesting is marked as auto-referenced (this is another modification of original package) - Added a "Rust Editor/Performance Framework/Active" menu toggle to enable/disable perf test scripts - controls RUST_PERF_FWK define - Renamed and moved PerfFwk assembly to Plugins/ (as that's it's design) - Moved existing perf tests outside to the root assembly (Scipts/PerfTests) so that we can access gameplay code The goal is to both isolate the perf framework code from the codebase as much as possible(don't ship to players or unity devs to load stuff that's not sueful), while also being able to work with our main game scripts directly. Tests: - Switch the toggle on and off - no editor errors. - Built client&server with framework being enabled - it passed. -- Found no PerfFwk references in main game assembly for both client and server and no references to test classes
4 Months Ago
Fix pillar covers not handling a non-zero rotation
4 Months Ago
added a building topology ring around oases to block rail/roads coming too close
4 Months Ago
dpv compile fix
4 Months Ago
Fix skip not working in FindPackage Cleanup Better package list Clean pagnation PackageList sets url
4 Months Ago
merge from main
4 Months Ago
merge from wallpaper
4 Months Ago
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4 Months Ago
merge from dive_mission_range_increase
4 Months Ago
merge from divesite_tip_fix
4 Months Ago
merge from dpv_fixes