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6,504 Commits over 821 Days - 0.33cph!

9 Minutes Ago
Relinked third parties using the TMP assembly
18 Minutes Ago
merge from main
19 Minutes Ago
merge from automated_testing
19 Minutes Ago
Quit the editor once the test pipeline run is done (the method is async so we cant use -quit)
Today
merge from lookingat_io_qol
Today
Cherrypicked 143119: Updated UpdateLookingAt to ignore IO entities that arent matching the wiretool type you're holding
Today
merge from automated_testing/skins
Today
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Today
Added 5 new skin tests
Today
merge from main
Today
Added an error in the skin inspector when display name is empty Added a new test checking all skins have a display name
Today
Added display name phrases to the new barrel skins Empty display name is causing NRE when generating skins schema
Today
RTL and emoji input field stuff compile fixes
Today
Fixing compile errors - FontAssetGenerator - RustText/RustTextEditor - FlexGraphicTransform - FlexTextEditor
Today
Re-applied our Rust specifics UGUI and TMP modifications on top of UGUI 2.0
Today
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
Yesterday
merge from main
Yesterday
merge from deepsea_loot_balance
Yesterday
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Yesterday
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
3 Days Ago
Added new input system package
3 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
3 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
3 Days Ago
merge from tincanalarm_v2
3 Days Ago
Cant open tin can alarm when building blocked
3 Days Ago
Removed unknown region log spam in editor
3 Days Ago
merge from automated_testing
3 Days Ago
Cleanup