userFlaviencancel
reporust_rebootcancel

6,496 Commits over 821 Days - 0.33cph!

22 Minutes Ago
Added 5 new skin tests
24 Minutes Ago
merge from main
1 Hour Ago
Added an error in the skin inspector when display name is empty Added a new test checking all skins have a display name
1 Hour Ago
Added display name phrases to the new barrel skins Empty display name is causing NRE when generating skins schema
4 Hours Ago
RTL and emoji input field stuff compile fixes
5 Hours Ago
Fixing compile errors - FontAssetGenerator - RustText/RustTextEditor - FlexGraphicTransform - FlexTextEditor
5 Hours Ago
Re-applied our Rust specifics UGUI and TMP modifications on top of UGUI 2.0
5 Hours Ago
Started updating TMP: - Deleted our custom GUI and TMP packages - Embedded com.unity.ugui 2.0 (contains up to date GUI and TMP)
Today
merge from new_inputsystem
Today
Removed temp debug log
Today
isFKey goes from F1 to F24
Today
Switched active input handling to new input system only
Today
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
Today
merge from main
Today
Replaced all the old input system calls to use the new input sytem API (113 files)
Today
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
Today
NeedsKeyboard cleanup
Today
Updated NeedsKeyboard to work with the new input system
Today
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
Yesterday
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
3 Days Ago
merge from automated_testing
3 Days Ago
Added category selection to the test runner window
3 Days Ago
merge from automated_testing
3 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
3 Days Ago
Updated some old client tests to use scoped convars