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6,778 Commits over 851 Days - 0.33cph!

24 Days Ago
Auto update keys.cfg file to use the new names Updated keys_default.cfg
25 Days Ago
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
25 Days Ago
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
25 Days Ago
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
25 Days Ago
merge from main
25 Days Ago
merge from deepsea_loot_balance
25 Days Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
25 Days Ago
Fixed tropical islands spawngroups respawning loot on top of each other
25 Days Ago
Fixed ghost ship loot spawning unparented and on top of each other
25 Days Ago
merge from main
25 Days Ago
merge from automated_testing
25 Days Ago
Fixed local client player being killed by the tests TearDown (entity snapshot clearing)
25 Days Ago
Fixed passed/failed filter text width
25 Days Ago
Throw if the scoped convar doesn't have a SetOveride (methods)
25 Days Ago
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
25 Days Ago
merge from main
26 Days Ago
Added new input system package
26 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
26 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
26 Days Ago
merge from tincanalarm_v2
26 Days Ago
Cant open tin can alarm when building blocked
26 Days Ago
Removed unknown region log spam in editor
26 Days Ago
merge from automated_testing
26 Days Ago
Cleanup
26 Days Ago
Optimised test runner window OnGUI stack Editor test runs are faster
26 Days Ago
merge from main
26 Days Ago
Removed hull_corner prefabs, unused
27 Days Ago
merge from automated_testing
27 Days Ago
Added category selection to the test runner window
27 Days Ago
merge from automated_testing
27 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
27 Days Ago
Updated some old client tests to use scoped convars
27 Days Ago
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
27 Days Ago
Test runner window now supports repeated tests
27 Days Ago
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27 Days Ago
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27 Days Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
27 Days Ago
merge from deepsea_navmesh_optims
27 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)
27 Days Ago
merge from deepsea_loot_balance
27 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
28 Days Ago
merge from tincanalarm_v2
28 Days Ago
Can add flares inside the tin can alarm
28 Days Ago
merge from main
28 Days Ago
merge from socialmenu_optims
28 Days Ago
Compile fix
28 Days Ago
Restored NVIDIA reflex options being disabled if not supported Added DisableIfDlssNotSupported to DLSS option (was only on DLAA) Needs more work because looks like DLSS.IsDlssSupported is always returning false currently
28 Days Ago
Populate the friend list on init so the social button can show the online count
28 Days Ago
merge from main
28 Days Ago
Added missing Model component to salvaged axe entity, fixes skins not loading in 3P