146,271 Commits over 4,444 Days - 1.37cph!

4 Days Ago
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
4 Days Ago
Optim: get rid of a string alloc in teleportpos Forgot it when expanding string view compatibility Tests: used enable_marker_teleport
4 Days Ago
Bugfix: fix invalid trimming in ToVector(StringView) - StringView - add 2- and 3-char Trim overloads - add a unit test Tests: unit tests + enable_marker_teleport
4 Days Ago
Fix fuel cells draining in wrong order
4 Days Ago
Merge from main
4 Days Ago
merge from PlayerRigUpdate2
4 Days Ago
merge from playerboat_beached_flipping_fix
4 Days Ago
better controlled lifting force with PlayerBoat unbeaching
4 Days Ago
merge from keyboard_layouts_fix
4 Days Ago
Reverted environment volume changes for wing and core interiors
4 Days Ago
More keyboard layout fixes. We now register all buttons using their display name Symbols not part of the Key enum are still stored by their name for consistency Binds saved with raw keycaps are auto converted "bind [ kill" -> "bind leftbracket kill"
4 Days Ago
Merge: from main
4 Days Ago
Clean: add root-level *.slnx to plastic ignore list Tests: plastic doesn't show it as a new file
4 Days Ago
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
4 Days Ago
Added error handling when cleaning up temporary map files upon cancelling the download Temporary map file names now use unique GUIDs
4 Days Ago
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
4 Days Ago
Merge from main
4 Days Ago
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4 Days Ago
Merge: from main
4 Days Ago
Merge: from pm2
Rin
4 Days Ago
merge from save285 - Staging wipe!
4 Days Ago
Codegen
4 Days Ago
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
4 Days Ago
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
4 Days Ago
Merge from main
4 Days Ago
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
Rin
4 Days Ago
network++ save++ persistance++
4 Days Ago
fixed BDU protection values switched
4 Days Ago
commiting a bunch of meta files plastic moaning about
4 Days Ago
ballistic armor condiction pass
4 Days Ago
Merge from main
4 Days Ago
merge from main
5 Days Ago
Merge from tutorial_animator_fixups
5 Days Ago
Delete some more deprecated components
5 Days Ago
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
5 Days Ago
Merge from PlayerRigUpdate2
5 Days Ago
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
5 Days Ago
Hardcode drop_item gesture to 1s as it's now faster
5 Days Ago
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
5 Days Ago
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
5 Days Ago
New rear turret IK curves
5 Days Ago
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
5 Days Ago
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants
5 Days Ago
illuminated buttons; - ran manifest
5 Days Ago
illuminated buttons; - rebuilt as prefab variants - updated colour swap lookup entries
5 Days Ago
WIP using base color brightness instead of base color tint
5 Days Ago
Merge from main (no conflicts)
5 Days Ago
Fixes
5 Days Ago
Merge from main
5 Days Ago
- Add settings for emission colour to entity colour lookup asset - Allow spraycan color change component to set which shader properties it should target - Spraycan color change component now handles present EmissionToggle components on its target renderers