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1,542 Commits over 699 Days - 0.09cph!

55 Minutes Ago
merge from main
Today
tertiary prefab variants for all remaining charms
Today
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
Today
code support for tertiary charm prefab setup
Yesterday
set attachment anchor on C4 HeldEntity prefab
Yesterday
disable BC on charms when aiming with the homing launcher as the gun moves 100 units away and there's not really an easy way to manage it otherwise
2 Days Ago
merge from main
3 Days Ago
merge from dont_bake_on_load
3 Days Ago
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes - chance this will break something, this opened and saved every scene which runs s2p
3 Days Ago
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
8 Days Ago
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
8 Days Ago
merge from main
8 Days Ago
merge from main
9 Days Ago
merge from playerboat_testfix
9 Days Ago
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
9 Days Ago
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9 Days Ago
merge from fields_mismatch_cleanup
9 Days Ago
missing nonserialized attribute
9 Days Ago
fixed all mismatched serialized properties - almost all should've been C# properties as we don't actually serialize any data for them - some needed moving out of ifdef scope and wrapping with warning disable
9 Days Ago
field dump ignores struct types that aren't serializable (false-positive)
9 Days Ago
better property mismatch logging
11 Days Ago
temporarily disabling physics.setbounds due to it breaking almost all collision in unity version 6.3.X - returns and logs a warning instead
15 Days Ago
set useFlatBackCharm on viewmodels that need it
15 Days Ago
setup flatback variants for some other larger charms
15 Days Ago
BC simulation space delta accounts for root motion strength and MaxOriginDelta as well, also corrected issue with simulation delta accumulation which would only present at high framerates
15 Days Ago
merge from main
16 Days Ago
post-merge compile fix
16 Days Ago
merge from main
16 Days Ago
merge from dragbyangle_rebalance2
16 Days Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
17 Days Ago
setup AK to use flatback charms, setup backpack with flatback variant
17 Days Ago
custom editor for attachments to help joint config
17 Days Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
18 Days Ago
merge from playerboat_droppeditem_parent_fix
18 Days Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
18 Days Ago
merge from dragbyangle_rebalance
18 Days Ago
merge from main
18 Days Ago
merge from playerboat_player_transfer_fix
18 Days Ago
replicated previous fix in jobs version of code
18 Days Ago
merge from playerboat_player_transfer_fix
18 Days Ago
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21 Days Ago
compile fix - missing debug ifdef around test fixture
21 Days Ago
rebalance PlayerBoat drag-by-angle, more pronounced differences with shape (more impactful on larger boats)
21 Days Ago
merge from automated_testing_ocean
21 Days Ago
more info in drag table test
21 Days Ago
merge from main
21 Days Ago
merge from main
22 Days Ago
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes - increased hull triangle bounds slightly to properly fit it - handling non-square hull block bouds when getting bounds of hull for defining raycast planes - increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
22 Days Ago
moved ScopedOcean from TestFixture->RustTestFixture
22 Days Ago
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown