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122,854 Commits over 4,048 Days - 1.26cph!

10 Months Ago
added lowpoly stereo to dashboard_A
10 Months Ago
Start setting up wolf senses
10 Months Ago
Ring road enabling/disabling + min world size customisation
10 Months Ago
Bugfix: KeyBindUI once more avoids modifying original prefab name This got broken in 2018.3, about a year after our code submit. Also sneaking in depr fixing in UI/Main Menu - Replaced obsolete PrefabUtils API calls in KeyBindUI - WWW -> UnityWebRequest 10 errors to go Tests: Checked main menu news still download and dispaly. checked KeyBinds prefab doesn't get polluted with bind names and options prefabs get renamed properly
10 Months Ago
merge from hackweek_arabic (not finished yet, but merged early to avoid future merge conflict issues)
10 Months Ago
compile fix
10 Months Ago
10 Months Ago
Beginnings of the menu redesign, horizontal navigation
10 Months Ago
merge from main
10 Months Ago
Small panel indicator lights with configurable colors
10 Months Ago
Save current scene before gen takes place
10 Months Ago
10 Months Ago
Added aileron controls - arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
10 Months Ago
explicit surface lift calculations replaced with processing a set of serialized surface types
10 Months Ago
Clean: Fixing depr warnings in Scripts/ConsoleCommands `objects` and `textures` vars can return 2GB+ memory size values per object now. - Application -> SceneManager - refreshRate -> Round(refrestRateRatio.value) 14 to go Tests: none, trivial changes
10 Months Ago
Deployable spot light, orientable using a hammer (like CCTV cameras)
10 Months Ago
Feedback for Spotlight
10 Months Ago
Clean: Fixing depr warnings in Scripts/ViewModel - More ParticleSystem module usage - Also removed obvious comments 19 to go - there's basically no more large groupings, so the CLs will continue to be small Tests: none, trivial changes
10 Months Ago
Clean: Fixing depr warnings in Scripts/Client - More ParticleSystem module usage - Application -> SceneManager 23 to go Tests: None, trivial changes
10 Months Ago
Clean: Fixing depr warnings in Scripts/Procedural - Removal of dead Render.mateiralType - Renderer.castShadows -> shadowCastingMode - WWW -> UnityWebRequest - Explicitly use default QueryParameters for a RaycastCommand 26 to go Tests: None, trivial changes
10 Months Ago
garage door textures @2k
10 Months Ago
removed ladder box from sphere tank interior collider
10 Months Ago
BugFix: TerrainMeta now updates Terrain Material if it's missmatching Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it. - Removed obsolete code (it always returned MaterialType.Custom) - Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation) Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
10 Months Ago
made armored window's collider soft side planar
10 Months Ago
Item store view with custom header
10 Months Ago
Merge from main
10 Months Ago
Stagger wolf when damaged a lot, instead of on every head shot
10 Months Ago
disabled shadow proxies on Launch site factory prefabs, walkways prefabs converted remaining walkway prefabs to MeshLOD
10 Months Ago
Add wolf bark before coordinated attack, add proper death state
10 Months Ago
plane updates - non-control surfaces use a different lift curve - adjusted curves - mouse input for pitch/roll, keys for yaw - debug csv output for surface values against different AoA - added testing scene
10 Months Ago
nope - doesn't work
10 Months Ago
playing with shadow proxies for master house shadow flicker
10 Months Ago
fixed cctv name spelling mistake
10 Months Ago
Fairy lights: Light bulb generation tweaks Spawn a real point light at each point Minor fix on the xmas light deployer
10 Months Ago
Add wolf howl
10 Months Ago
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10 Months Ago
Clean: fixing depr warnings in Scripts/Effects It's all just ParticleSystem module usage additions. 39 warnings to go. Tests: none, trivial changes
10 Months Ago
Clean: fixing depr warnings in Scripts/Game/ - SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab - More ClientRPC(RpcTarget) usage - More ParticleSystem module usage - CreatorGibSpawner now caches and restore entire Random state when changing seed - prefabAssetPath -> assetPath Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same. About 55 left
10 Months Ago
Fix titles for the dlc
10 Months Ago
DLC icons, colours and prefab updates
10 Months Ago
Make fsms easier to edit by exposing them on the prefab
10 Months Ago
merge from cliffs
10 Months Ago
changed minimum sizes for unique environments procmap spawns canyons 3500+ lakes 3000+ oasis 2000+
10 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
10 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
10 Months Ago
hid the barrier at the gates as it often floats on some seeds
10 Months Ago
Fixed offset in vehicle mountable gizmos
10 Months Ago
radtown s2p
10 Months Ago
cleared a blocker in master house bedroom added back missing ceiling lights in off variants in storage building large detached the barriers from front gates to allow AI vehicles through cleared a wider pathway for AI vehicles to drive through town raised mud tracks slightly to cope with procmap weirdness by the roadside
10 Months Ago
Merge from main