142,905 Commits over 4,383 Days - 1.36cph!

Just Now
Replace tabs in spawn.report output (they confuse the new console)
14 Minutes Ago
merge from unity_6.3.11/new_inputsystem/tmp_update
20 Minutes Ago
added prefabs for empty states for tier 2 updated tier3 fbx matertial settings
34 Minutes Ago
fixed missing mesh in prefab
41 Minutes Ago
tier 2 workbench empty states for upgrade parts + empty state for when theres no upgrades + updated tier 2 fbx
52 Minutes Ago
- Fix connections potentially being added more than once in RpcTarget.FromFlags - Fix spectated player name and health text being invisible when spectating in third person - Add LocalPlayer.GetLocalOrDemoPlayer() to cleanup some usages for retrieving the local player. Consequently fixed a few incorrect usages of GetLocalOrSpectatePlayer()
1 Hour Ago
mannifest and skins
1 Hour Ago
updated tier2 workbench fbx import settings fixed defence upgrade position
1 Hour Ago
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1 Hour Ago
apartment complex scene update, more refinement around playground area playground sandboxes and border meshes + prefabs
3 Hours Ago
merge from main
3 Hours Ago
3p jump north anim edit
3 Hours Ago
Initial filler visuals implementation
3 Hours Ago
matched holster positions to main for fishing rod,pickaxe ,diver hatchet/pickaxe, hml, salvaged hammer/icepick
4 Hours Ago
fixed positions for visuals
4 Hours Ago
Restored base option slider prefab content type All the slider using decimal in MenuUI2_Settings need to be changed, but im not gonna do this here because of the merge hell
4 Hours Ago
Fixed TmProEmojiRedirector following new TMP_InputField optims
4 Hours Ago
reorganised tier 1 so fbx's live in models folder added empty states for each workbench upgrade for progressive upgrades this preserves original visuals whilst allowing for upgrade placements. updated stripped back tier 1 workbench
4 Hours Ago
Apply similar rounding to recycle bin effect as the recycler, to calculate nice chance of refund
4 Hours Ago
Merge: from objectworkqueue_valuetype_allocs - Optim: eliminate allocs from value types used in ObjectWorkQueue. Needs manual changes to be eneabled Tests: none, trivial change. Checked IL
5 Hours Ago
missed couple of texture files
5 Hours Ago
WIP on penthouse apartment carpets, walls to test layer blends, textures, decals, etc
5 Hours Ago
Hooked kiosk poster sign textures back up
5 Hours Ago
update manifest
5 Hours Ago
updated protorype icon and .item prefab to link to proper icon now
5 Hours Ago
Removed obsolete kiosk blockouts
6 Hours Ago
Compile fixes
6 Hours Ago
Restored blockRectTransformChange in TextMeshProUGUI, used by ItemPickupNotice
6 Hours Ago
Restored FixCaret because looks like its still needed
6 Hours Ago
added first pass of rentable kiosk c
6 Hours Ago
Shaders update, stripped mobile and sprite shaders we dont need
6 Hours Ago
Merge from main
6 Hours Ago
merge from automated_testing
Today
Moved up if DEBUG in TestRunner.Pipeline, TestRunnerWindow, TestMemoryCell and TestSolarPanel
Today
Removed NUnit refs in TestPlayerBoat and RHIB
Today
Adding / moved #if DEBUG in a few automated tests (Unity 6 server build failure tests)
Today
Relinked third parties using the TMP assembly
Today
Removing -quit param for unity test method to allow async tests to run properly.
Today
merge from main
Today
merge from automated_testing
Today
Quit the editor once the test pipeline run is done (the method is async so we cant use -quit)
Today
Merge from main
Today
merge from toolbar_fixes
Today
Remove toolbar settings, toolbars are now be toggled through unity's new drop down so this whole thing is obsolete
Today
merge from main
Today
merge toolbar_fixes
Today
Rewrite toolbar extensions in UTK, remove old toolbar extender.
Today
Refactor terrain alphamap to packed bools in bytes
Today
Hacked in a simple way for one shot animations to notify a looping animation to rest, so we don't transition back to a loop half way through (mid yawn) Added property drawer support for referencing animation sub systems, renders them as a dropdown using a new subsystem name field
Today
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling