198,618 Commits over 4,140 Days - 2.00cph!
fish crate model, textures, prefabs
more set dressing on ship
Tweaked settings dropdown padding
Moved FPS counter option in UI category
Added toggles to turn culling stages on and off
SkinViewer scene added to bundles
fix heliFX method compile location server -> shared
Fix UIDialogs not working when using asset scenes
Added a toolbar button for the compile simulator (shows most recent state)
Added Rust Render Pipeline package contents
Changed the Rust Render Pipeline package to a custom rather than git based package as not everyone will have SSH or git credentials set up
Skin viewer loading indicator
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work
Otherwise it NREed
Tests: loaded base 3839 from staging demo
▉▄▋▄▋ ▌▄▇█ ▅█▄▆_▍▋▌▊▊_▋▇▋▆▊▊▊██
Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication
Tests: loaded up the largest base from staging demo
Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location
Discovered that there's a new bug with duplicating skins on succesful scene opens
Tests: spawned the largest base from staging
Add Ians new rotation script, update automated render script
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
remove twitch drops and weekly skin old files
clarified water trace setup
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall
Test: projectile tests all still passing
snapping_improvements_3 -> main
General snapping changes to computer station and rivals desk
Medical syringe animation update - inject self
Bugfix: BaseRaidBench - ensure weapons fire right projectiles
- Also reset cooldowns between runs
Tests: ran the scene
Remove new snapping from large planter
Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
Fixed skin viewer not resetting loaded skin before applying another one
Small cleanups left over from a failed experiment
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
patrol_heli_crash_fix -> main
main -> snapping_improvments_3
Update: BaseRaidBench - add support for multiple run configurations
- Also remote players now have id in their game object names for easier debug
- Fixed a bug with accumulating frame counter (:ops: #2)
- Updated subtitle display to see what's running
There's a burst-related NRE that gets picked up, but it's not directly related to benchmark.
Tests: ran the scene
main -> patrol_heli_crash_fixes
Fixed missing scripts on loading screen prefab
- Added the Rust Render Pipeline package to start testing it within the main project.
- Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
Missing tag on pressed calls
Further basic cannon functionality for prototype/playtest purposes:
Add basic hold-to-reload radial menu behaviour to cannons.
4 second reload duration.
Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
Rug variants for floating cities
▆█▋▆▋▇▅▆▄▄▆ ▆▍▋▋▇█ @█▄▄▋▉▉ ▊▌▌▌ ▌▇▊ █▄ ▉▉▉▆▆ ▊▋█▌▇▍▊▅ - ▅▄▄▄▋▉▆ ▇▇▋▊▍
merge from nametag_clipping_fix
Move useJobs into client code
rpg viewmodel anims updated
▉█▌▋▉▆▄▋▅█▄▋▅
▅▌▍▉▄▍ ▇▌▌▇▆▅▇▌█_█▍▌▅▋▇▅▍█_▍▉█▉_█▍▌█▍▊
▍▇▌▋▄▆ ▌▇▋▄▊ ▉▅█▉▇▆ ▊▍▄▋ ▍▍▉▊██▌ █▌▉▋▅▋ ▌▅▉▆▋▍
merge from centralized_mutes
merge from spraycan_infiniteammo