reporust_rebootcancel

141,922 Commits over 4,413 Days - 1.34cph!

10 Days Ago
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10 Days Ago
Replace tabs in spawn.report output (they confuse the new console)
10 Days Ago
merge from unity_6.3.11/new_inputsystem/tmp_update
10 Days Ago
added prefabs for empty states for tier 2 updated tier3 fbx matertial settings
10 Days Ago
fixed missing mesh in prefab
10 Days Ago
tier 2 workbench empty states for upgrade parts + empty state for when theres no upgrades + updated tier 2 fbx
10 Days Ago
- Fix connections potentially being added more than once in RpcTarget.FromFlags - Fix spectated player name and health text being invisible when spectating in third person - Add LocalPlayer.GetLocalOrDemoPlayer() to cleanup some usages for retrieving the local player. Consequently fixed a few incorrect usages of GetLocalOrSpectatePlayer()
10 Days Ago
mannifest and skins
10 Days Ago
updated tier2 workbench fbx import settings fixed defence upgrade position
10 Days Ago
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10 Days Ago
apartment complex scene update, more refinement around playground area playground sandboxes and border meshes + prefabs
10 Days Ago
merge from main
11 Days Ago
3p jump north anim edit
11 Days Ago
Initial filler visuals implementation
11 Days Ago
matched holster positions to main for fishing rod,pickaxe ,diver hatchet/pickaxe, hml, salvaged hammer/icepick
11 Days Ago
fixed positions for visuals
11 Days Ago
Restored base option slider prefab content type All the slider using decimal in MenuUI2_Settings need to be changed, but im not gonna do this here because of the merge hell
11 Days Ago
Fixed TmProEmojiRedirector following new TMP_InputField optims
11 Days Ago
reorganised tier 1 so fbx's live in models folder added empty states for each workbench upgrade for progressive upgrades this preserves original visuals whilst allowing for upgrade placements. updated stripped back tier 1 workbench
11 Days Ago
Apply similar rounding to recycle bin effect as the recycler, to calculate nice chance of refund
11 Days Ago
Merge: from objectworkqueue_valuetype_allocs - Optim: eliminate allocs from value types used in ObjectWorkQueue. Needs manual changes to be eneabled Tests: none, trivial change. Checked IL
11 Days Ago
missed couple of texture files
11 Days Ago
WIP on penthouse apartment carpets, walls to test layer blends, textures, decals, etc
11 Days Ago
Hooked kiosk poster sign textures back up
11 Days Ago
update manifest
11 Days Ago
updated protorype icon and .item prefab to link to proper icon now
11 Days Ago
Removed obsolete kiosk blockouts
11 Days Ago
Compile fixes
11 Days Ago
Restored blockRectTransformChange in TextMeshProUGUI, used by ItemPickupNotice
11 Days Ago
Restored FixCaret because looks like its still needed
11 Days Ago
added first pass of rentable kiosk c
11 Days Ago
Shaders update, stripped mobile and sprite shaders we dont need
11 Days Ago
Merge from main
11 Days Ago
merge from automated_testing
11 Days Ago
Moved up if DEBUG in TestRunner.Pipeline, TestRunnerWindow, TestMemoryCell and TestSolarPanel
11 Days Ago
Removed NUnit refs in TestPlayerBoat and RHIB
11 Days Ago
Adding / moved #if DEBUG in a few automated tests (Unity 6 server build failure tests)
11 Days Ago
Relinked third parties using the TMP assembly
11 Days Ago
Removing -quit param for unity test method to allow async tests to run properly.
11 Days Ago
merge from main
11 Days Ago
merge from automated_testing
11 Days Ago
Quit the editor once the test pipeline run is done (the method is async so we cant use -quit)
11 Days Ago
Merge from main
11 Days Ago
merge from toolbar_fixes
11 Days Ago
Remove toolbar settings, toolbars are now be toggled through unity's new drop down so this whole thing is obsolete
11 Days Ago
merge from main
11 Days Ago
merge toolbar_fixes
11 Days Ago
Rewrite toolbar extensions in UTK, remove old toolbar extender.
11 Days Ago
Refactor terrain alphamap to packed bools in bytes
11 Days Ago
Hacked in a simple way for one shot animations to notify a looping animation to rest, so we don't transition back to a loop half way through (mid yawn) Added property drawer support for referencing animation sub systems, renders them as a dropdown using a new subsystem name field