reporust_rebootcancel

127,145 Commits over 4,109 Days - 1.29cph!

24 Days Ago
Fix static respawn zones not saving
24 Days Ago
snap_deployables -> main
24 Days Ago
Slightly increase the bounds of furnaces and shelves so they can be used with snapping
24 Days Ago
Hide party invite pop-up if accepting invite inside the friends menu
24 Days Ago
Setup new menu option for deployable snapping modes
24 Days Ago
Much cleaner wall snapping behaviour Setup custom corner padding on each deployable (set up large box)
24 Days Ago
Merge from vine_syncpos
24 Days Ago
Fixed vine visual stopping animation if a vine swing was started less than 2s after the last vine swing
24 Days Ago
Subtract 123923
24 Days Ago
Give warning when party invite is sent to non-friend indicating it will likely be blocked
24 Days Ago
Merge from main
24 Days Ago
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
24 Days Ago
Fixed small wooden box not casting shadows
24 Days Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
24 Days Ago
Fix party invite from friend menu when accepting invite via party invite popup
24 Days Ago
Brightness tweaks.
24 Days Ago
Further iteration
24 Days Ago
support live edit of biome fog shore distance falloff in editor
24 Days Ago
24 Days Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
24 Days Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
24 Days Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
24 Days Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
24 Days Ago
merge from indirect_instancing (code only)
24 Days Ago
Revert execution order changes
24 Days Ago
Revert script changes
24 Days Ago
Revert compute changes
24 Days Ago
Revert prefab changes
24 Days Ago
Revert package changes
24 Days Ago
Revert platform changes
24 Days Ago
Merge from manual_anchor
24 Days Ago
Revert changes to shader includes
24 Days Ago
Reverted changes to supported shaders
24 Days Ago
Revert changes to ProjectSettings
24 Days Ago
More work on railings and stairs for floating walkways
24 Days Ago
merge from main
24 Days Ago
merge from main
24 Days Ago
merge from main
24 Days Ago
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
24 Days Ago
fix server compile
24 Days Ago
.mat changes
24 Days Ago
some more progress on the manual anchor
24 Days Ago
New inventory crafting modal + generic modal component
24 Days Ago
redesigned inventory overlay warning + button prefabs
24 Days Ago
Remove some barks
24 Days Ago
Change push bark
24 Days Ago
Remove another bark, change push bark
24 Days Ago
Remove peek VO