reporust_rebootcancel

137,350 Commits over 4,474 Days - 1.28cph!

2 Months Ago
merge from automated_testing
2 Months Ago
Moved server block in TestScenario_RocketSplashDamage
2 Months Ago
Don't catch exceptions in WrapTestAsCoroutine
2 Months Ago
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
2 Months Ago
Bug fixes and optims, only snapshots dirty slots
2 Months Ago
Added cube variants of the br_sphere family, CubeEntity with size lerping support https://files.facepunch.com/raul/1b1311b1/cube_vis.jpg https://files.facepunch.com/raul/1b1311b1/cubes_showcase.mp4
2 Months Ago
Increased LOD2 on the apple tree again... Added a very small chance for apples to fall just by hitting the tree (this will not happen to trees with beehives on). https://files.facepunch.com/LukeD/2026/05/Unity_ZUViSdEn7h.mp4 Now I can finally work on my magnum opus, adding coconuts to trees in the deep sea.
2 Months Ago
Trace debug commands, logs when something happens on a circuit
2 Months Ago
illuminated pressure pad; - game model added. - pressure pad lights up in two conditions; when power is sent or when power is recieved. Which now allows burst of power to illuminate the pad for a small time. - updated material, prefab and icon. https://files.facepunch.com/curtis/1b1411b1/14_03-08-CadetblueOlingo.mp4
2 Months Ago
illuminated pressure pad; - add baked textures for preview, not yet textured
2 Months Ago
illuminated pressure pad; - remove redundant texture
2 Months Ago
remove debug print in WaterRendererFeature
2 Months Ago
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
2 Months Ago
merge from interaction_toast_banned_fix
2 Months Ago
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
2 Months Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
2 Months Ago
merge from automated_testing
2 Months Ago
Missed one
2 Months Ago
merge from automated_testing
2 Months Ago
Editor only codegen, codegen
2 Months Ago
merge from automated_testing
2 Months Ago
Compile fix
2 Months Ago
merge from automated_testing
2 Months Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
2 Months Ago
testlist
2 Months Ago
Added RRP support for the dev-only shadow convars
2 Months Ago
merge from main
2 Months Ago
m16a2 update. gamemesh and wip textures
2 Months Ago
exported updated 3p sprint animation
2 Months Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
2 Months Ago
Better bounds
2 Months Ago
Codegen
2 Months Ago
Dont network ball rotation - its just calculated on the client from velocity information
2 Months Ago
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
2 Months Ago
Added ball rolling
2 Months Ago
missed file
2 Months Ago
Add drag to the pool ball velocity
2 Months Ago
networking tweaks
2 Months Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
2 Months Ago
merge from mortar_prototype
2 Months Ago
Fix animation handles not being freed on mortars/cannons in demos
2 Months Ago
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
2 Months Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
2 Months Ago
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
2 Months Ago
Power flow debug viz
2 Months Ago
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
2 Months Ago
Only run physics updates if any of the balls have velocity
2 Months Ago
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
2 Months Ago
Merge from unity_6.3.15
2 Months Ago
Merge from main