147,689 Commits over 4,444 Days - 1.38cph!

2 Months Ago
Bugfix: StableObjectArray.StableIndexLookup was returning unbounded array Tests: booted into craggy and ran around
2 Months Ago
Compile fix UIPrisonerHoodOverlay
2 Months Ago
Merge from main
2 Months Ago
Replace LocalOrSpectatePlayer property with GetLocalOrSpectatePlayer() that will always prefer to return the currently spectated player regardless of current camera viewmode Replaced property with getter method to make it clearer that we should prefer to cache the player rather than repeatedly fetching Checked and replaced all the previous usages. Many files touched, many minor bugs fixed due to the spectate player value having been wrong. Definitely* no new bugs introduced
2 Months Ago
Jump suit skinning update
2 Months Ago
merge from storeoverride_loading_fix
2 Months Ago
Fixed store content loading when using overrides
2 Months Ago
npc tutorial animations updated
2 Months Ago
Fix potential culprit for double free of tileData
2 Months Ago
Halterneck skinniing update
2 Months Ago
Limit max number of tiles being built in the background
2 Months Ago
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
2 Months Ago
Hide skirt skinning
2 Months Ago
moved ScopedOcean from TestFixture->RustTestFixture
2 Months Ago
Update: useful bits from the first failed StableObjectArray conversion It ended up being too pervasive for my liking, going to try a simpler approach Tests: compiles as part of rewrite, but none otherwise
2 Months Ago
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
2 Months Ago
Prisoner hood overlay fixes
2 Months Ago
2 Months Ago
removed old test fixture api usage
2 Months Ago
merge from console_uparrow_fix
2 Months Ago
Fixed console auto complete preventing you to go through the history when open
2 Months Ago
Fix budget being treated as seconds despite being miliseconds
2 Months Ago
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
2 Months Ago
merge from playerboat_tests
2 Months Ago
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2 Months Ago
Merge from main
2 Months Ago
Merge from water_well_B_spawn_fix
2 Months Ago
Fixed food cache not spawning in water well B
2 Months Ago
Testing changes to Jenkinsfile
2 Months Ago
Fixed client convars with an empty default value showing as [?]
2 Months Ago
merge from convar_defaultvalue_fix
2 Months Ago
merge from main
2 Months Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
2 Months Ago
Sit visuals correctly
2 Months Ago
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
2 Months Ago
2 Months Ago
Removed the loading thingy, few more adjustments
2 Months Ago
Added electric furnace to the skin viewer
2 Months Ago
merge from automated_testing
2 Months Ago
Update all tests to call the base SetUp Removed KillAllEntitiesInRadius calls
2 Months Ago
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
2 Months Ago
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown Fixes entities leaking from tests
2 Months Ago
Add a twist relax slider for hand IK
2 Months Ago
Add offset to left hand IK
2 Months Ago
Update: StableObjectArray now exposes stable index lookup map (needed for transform access array jobs) - moved NativeArrayEx to Facepunch.UnityEngine plugin, enabled unsafe code, added Unity.Collections dep Tests: none, code is in the middle of breaking rewrite
2 Months Ago
replaced missed topology usage
2 Months Ago
replace topology query in road terrain modification with type query
2 Months Ago
exported edited 3p beanbag anim and set to loop
2 Months Ago
Updated mortar animation clip naming and added 3 reloads at different heights
2 Months Ago
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab) - no middle segment spawning - need to do more work on defining bridge points and adjusting paths to align better