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145,604 Commits over 4,444 Days - 1.37cph!

12 Months Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
12 Months Ago
Use plane height for random restricted patrol size destinations and flee positions
12 Months Ago
fixed abyss skin item def being null (wrong reference name)
12 Months Ago
Fixed store overlay cart button styling when the pack is owned
12 Months Ago
rebake CraggyIsland water and height maps - resolves "water holes"
12 Months Ago
Store overlay pages auto cycling
12 Months Ago
phrases
12 Months Ago
merge from autoturret_optim (fixes)
12 Months Ago
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
12 Months Ago
merge from FrontierGate_Token
12 Months Ago
merge from store-june-2025
12 Months Ago
"View in inventory" button leads to the new item after opening a crate
12 Months Ago
Merge: from main
12 Months Ago
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc Think all server-side logic has been ammended Tests: builds in editor C+S
12 Months Ago
Added navigation url support to steam inventory
12 Months Ago
Update: AutoTurret.nextAmmoCheckTime -> double Tests: builds in editor C+S
12 Months Ago
Update: AutoTurret.nextForcedAimTime -> double Tests: builds in editor C+S
12 Months Ago
Merge from parent
12 Months Ago
added workshop source locker that has shelves and doors
12 Months Ago
Reduced flickering from dropped flares Completely remove flickering if limit flashing option is enabled
12 Months Ago
Remove temp testing walkways
12 Months Ago
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
12 Months Ago
Possibly fixed simple floating platforms flipping
12 Months Ago
Fixed SimpleFloatingEntity running logic if no players are nearby
12 Months Ago
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy) Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
12 Months Ago
Merge from main
12 Months Ago
Merge from parent
12 Months Ago
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
12 Months Ago
Fix some collision meshes not being R/W
12 Months Ago
Fixed NREs when opening crate in steam inventory
12 Months Ago
Switch to loading/unloading scenes async so we can always do it additive Fixes to get almost in game
12 Months Ago
Merge from main
12 Months Ago
WIP using scenes to speed up asset warmup
12 Months Ago
Arctic value compensation for new haze falloff curve.
12 Months Ago
Merge from /compass
12 Months Ago
TMP soft mask shader added to always included shaders
12 Months Ago
Cloud depth and brightness enhancements on clear.
12 Months Ago
Added takeover system for steam inventory items
12 Months Ago
12 Months Ago
Fix attempt for the missing photoseizure warning text on bootstrap in builds
12 Months Ago
native libraries
12 Months Ago
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now. - Started extending BufferList to work with Span<T> - Added ArrayPoolBufferList as an experiment
12 Months Ago
Subtract 124593 - dont need it
12 Months Ago
Updated SoftMask
12 Months Ago
scrap_heli_gibs_fix -> main
12 Months Ago
Make the base mesh readable and try that
12 Months Ago
Temperate twilight adjusted for new haze falloff.
12 Months Ago
Clear improvements.
12 Months Ago
Increase visibility of flee marker and path (again)
12 Months Ago
patrol_heli_revision_2 -> main