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6,487 Commits over 821 Days - 0.33cph!

31 Minutes Ago
Removed temp debug log
46 Minutes Ago
isFKey goes from F1 to F24
3 Hours Ago
Switched active input handling to new input system only
3 Hours Ago
Updated input system package to 1.19 Dunno why the package manager is recommending 1.11.2 as the last version Fixes no domain reload breaking InputSystemUIInputModule
3 Hours Ago
merge from main
4 Hours Ago
Replaced all the old input system calls to use the new input sytem API (113 files)
4 Hours Ago
Added some helpers to standardize mouse scroll and mouse axis deltas as they need to be multiplied by a magic number to feel exactly the same as before
6 Hours Ago
NeedsKeyboard cleanup
6 Hours Ago
Updated NeedsKeyboard to work with the new input system
6 Hours Ago
Auto update keys.cfg file to use the new names Updated keys_default.cfg
Today
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
Today
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
Today
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
Today
merge from main
Today
merge from deepsea_loot_balance
Today
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Today
Fixed tropical islands spawngroups respawning loot on top of each other
Today
Fixed ghost ship loot spawning unparented and on top of each other
Yesterday
merge from main
Yesterday
merge from automated_testing
Yesterday
Fixed local client player being killed by the tests TearDown (entity snapshot clearing)
Yesterday
Fixed passed/failed filter text width
Yesterday
Throw if the scoped convar doesn't have a SetOveride (methods)
Yesterday
Fixed scoped convars being case sensitive Failing to find a convar now throws, will fail the test if throwing during SetUp/TearDown or in the test body
Yesterday
merge from main
2 Days Ago
Added new input system package
2 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
2 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
2 Days Ago
merge from tincanalarm_v2
2 Days Ago
Cant open tin can alarm when building blocked
2 Days Ago
Removed unknown region log spam in editor
2 Days Ago
merge from automated_testing
2 Days Ago
Cleanup
2 Days Ago
Optimised test runner window OnGUI stack Editor test runs are faster
2 Days Ago
merge from main
2 Days Ago
Removed hull_corner prefabs, unused
2 Days Ago
merge from automated_testing
2 Days Ago
Added category selection to the test runner window
2 Days Ago
merge from automated_testing
2 Days Ago
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
2 Days Ago
Updated some old client tests to use scoped convars
2 Days Ago
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
2 Days Ago
Test runner window now supports repeated tests
3 Days Ago
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3 Days Ago
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3 Days Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
3 Days Ago
merge from deepsea_navmesh_optims
3 Days Ago
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
3 Days Ago
merge from deepsea_loot_balance
3 Days Ago
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars