reporust_rebootcancel

106,703 Commits over 3,836 Days - 1.16cph!

6 Hours Ago
merge from main
Today
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
Today
merge from main
Today
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Today
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Yesterday
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Yesterday
Apply distance checks to individual covers instead of cover groups
Yesterday
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Yesterday
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Yesterday
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Yesterday
merge from divesite_respawn_fix
Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
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2 Days Ago
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2 Days Ago
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore. https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
2 Days Ago
Cookie mipmap glitch fix
2 Days Ago
new cookie & volumetrics on all projectors fixed consistency between 1p and 3p
2 Days Ago
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2 Days Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
2 Days Ago
- Adjusted Bradley spline height. - Check how close before you enter
2 Days Ago
merge from flow_vector_field
2 Days Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
2 Days Ago
Improve cover selection and debug, fix some objects not blocking the trace
2 Days Ago
Added catapult test meshes for Flavien
2 Days Ago
Siege tower constructable tweaks
2 Days Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
2 Days Ago
corrected offset of dpv mounting bounds check
2 Days Ago
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2 Days Ago
Orientation fix on catapult
2 Days Ago
Fixed catapult hierarchy
2 Days Ago
merge from main (105767)
2 Days Ago
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2 Days Ago
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
2 Days Ago
LS - changed a pallet placement in factory side room
2 Days 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
2 Days Ago
Friends List and button
2 Days Ago
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2 Days Ago
- ▉▉▉▋▍▄▉ ▇▆▅▇▍▍▄▊▆▄▋▌ ▅█▌▆▅▌▄█ ▇▊▊ ▋▆▄▆ ▄▉ ▅█% ▇▊▆▍ ▄▆▄▇▋▊▄▉ ▆▍▌ ▉▄▊▆▇▌▌▊▆▋▊▇ ▅▌▋▄▅▄▉▇▆ (▌▉▌▍▅▉▆ ▌▇▄▇▌▇█ ▅▇▇▌▊▉▍ ▄▅█▍▍█▄ ▉▍▉▊ ▊▉▋ █▌▇▅ ▆▉ ▌▌▊▆▉▋▇▊▋▋▅▍) - ▌▇▋█▇▄▅▄ ▆▆█▉▋ ▆▋ ▋▊█▄ ▊▇▄▄ ▅▉▅ █▆▄█▌▅
2 Days Ago
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
2 Days Ago
Better vislog for cover debugging
2 Days Ago
█▋▇█▆▌ ▌▇▉▌▍ ▆▌▍██▉▄▊ ▌▊█ ▆▄▇▆▆_▊.▍▋▉▊▊▄ ▍▇▆▇▇▅▊▆ ▊▊ ▌▄ ▋▉ █▋▉ ▆█▇▌▄▉ ▆▅ ▍▉▆▇▋▇ ▆▊▋▄▅▆ (▅▊▉ ▅█▋▊▆▆█ ▋▅▆▆▇▅ ▆▆▌▋▄▆ ▇▊█ ▌▍▆▊█ ▍█▆▉▇▉▍▆█)
2 Days Ago
merge from dive_mission_range_increase
2 Days Ago
fixed water on billb test map
2 Days 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
2 Days 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.