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133,279 Commits over 4,293 Days - 1.29cph!

Just Now
Fix new scientists not playing static sound effect on death
Just Now
Bugfix: OcclusionGroupTests - use RespawnAt to be put in the right position for RespawnFromDead players This makes 3 unit tests pass Tests: ran unit tests
7 Minutes Ago
Fix new Scientist using wrong headshots sounds
19 Minutes Ago
Prevent another "Look rotation viewing vector is zero" error
21 Minutes Ago
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
24 Minutes Ago
Bugfix: PlayerInventory - make GiveDefaultItems safe, report errors instead of NREing - GameManager.InUnitTest is now available outside of UNITY_EDITOR as always-false const Tests: more unit tests related to RespawnFromDead pass
25 Minutes Ago
merge from main
36 Minutes Ago
added wip LNY26 items, set up skin assets with temporary descriptions and names, based off of existing items, updated manifest and engine.json
41 Minutes Ago
Update: OcclusionGroupTests - introduce another player spawn state, RespawnFromDead - setup default itemList for ItemManager when running unit tests, as it's assumed to always be there Another assumption that I had proved wrong - when players are spawned, they can stay dead (for example, game mode can prohibit spawning for a time) Tests: ran unit tests, more borkage
42 Minutes Ago
improved 3p paintballgun reload anim
1 Hour Ago
wood box icon updated, prefab updated, added panel title, updated localization
1 Hour Ago
uv fix for bbq proper rotation for bbq fbx and prefab
1 Hour Ago
wood box game textures & material
2 Hours Ago
Bugfix: OcclusionGroupTests - setup valid world bounds for unit tests - added netgroup visibility precondition testing, if that fails, then the test setup is wrong Empty bounds were causing group layers to sometimes become TutorialIsland, which break visibility Tests: ran unit tests, more pass
2 Hours Ago
removed hand fidgeting from vm paintball gun idle animation
3 Hours Ago
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
3 Hours Ago
Reworked Tropical1 island so that its seabed no longer sits deeper than the other islands. No longer clips through the base plane, with under-world foliage looking all hacky and bad.
3 Hours Ago
Tests: OcclusionGroupTests - add players that spawn as sleepers or dead I assumed newly connected players always spawn as sleepers, but that's wrong - could explain an active NRE. Tests: ran unit tests (most still borked)
3 Hours Ago
Updating paddle anims to loop
3 Hours Ago
Fixing sit shooting poses with incorrect settings
4 Hours Ago
Picture frames - fixed scrap frame materials and updated paintable textures
4 Hours Ago
Merge from naval_update
4 Hours Ago
Switched server to custom build 2022.3.41x1
4 Hours Ago
Final'ish, sans shore fog code fix.
4 Hours Ago
Merge from main
4 Hours Ago
Merge from naval_update
5 Hours Ago
created paintball gun 3p jog and run anims and assigned to holdtype controller
5 Hours Ago
Salvaged Cleaver weapon refresh animation polish pass
Today
merge from indirect_instancing
Today
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
Today
Icon manifest updated, localization updated
Today
scrap box adjusted box script type to display, added panel title, attached anchors
Today
metal box added icon file, added panel title, added icon component to prefab, updated item file
Today
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
Today
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
Today
Merge from main
Today
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
Today
Merge from io_budgets
Today
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
Today
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Today
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Today
Convert steering wheel to MeshLOD
Today
Merge from door_alloc_fix
Today
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Today
Merge from cctv_budget
Today
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Today
Subtract merge 140855
Today
Merge from main
Today
WIP on lightup frames
Today
Add a null check in TriggerParent.CheckAllParenting