127,490 Commits over 4,201 Days - 1.26cph!

1 Year Ago
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1 Year Ago
Apply distance checks to individual covers instead of cover groups
1 Year Ago
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1 Year Ago
merge from divesite_respawn_fix
1 Year Ago
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1 Year Ago
Added sv_max_userinfo_rate This is aimed at preventing malicious clients eating server CPU. It is unlikely server owners would need to touch this cvar, but just in case its there. More strict application of GMODSandbox GDClass in Hammer So `point_spotlight` doesn't have useless keyvalues on it. Added "Last played date" for each server in the server browser
1 Year Ago
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1 Year Ago
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore. https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
1 Year Ago
Cookie mipmap glitch fix
1 Year Ago
new cookie & volumetrics on all projectors fixed consistency between 1p and 3p
1 Year Ago
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1 Year Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
1 Year Ago
- Adjusted Bradley spline height. - Check how close before you enter
1 Year Ago
merge from flow_vector_field
1 Year Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
1 Year Ago
Improve cover selection and debug, fix some objects not blocking the trace
1 Year Ago
Added catapult test meshes for Flavien
1 Year Ago
Siege tower constructable tweaks
1 Year Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
1 Year Ago
corrected offset of dpv mounting bounds check
1 Year Ago
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1 Year Ago
Orientation fix on catapult
1 Year Ago
Fixed catapult hierarchy
1 Year Ago
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1 Year Ago
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
1 Year Ago
LS - changed a pallet placement in factory side room
1 Year Ago
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned Applied this new system to the siege tower
1 Year Ago
Friends List and button
1 Year Ago
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1 Year Ago
- ▉▉▉▋▍▄▉ ▇▆▅▇▍▍▄▊▆▄▋▌ ▅█▌▆▅▌▄█ ▇▊▊ ▋▆▄▆ ▄▉ ▅█% ▇▊▆▍ ▄▆▄▇▋▊▄▉ ▆▍▌ ▉▄▊▆▇▌▌▊▆▋▊▇ ▅▌▋▄▅▄▉▇▆ (▌▉▌▍▅▉▆ ▌▇▄▇▌▇█ ▅▇▇▌▊▉▍ ▄▅█▍▍█▄ ▉▍▉▊ ▊▉▋ █▌▇▅ ▆▉ ▌▌▊▆▉▋▇▊▋▋▅▍) - ▌▇▋█▇▄▅▄ ▆▆█▉▋ ▆▋ ▋▊█▄ ▊▇▄▄ ▅▉▅ █▆▄█▌▅
1 Year Ago
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
1 Year Ago
Better vislog for cover debugging
1 Year Ago
█▋▇█▆▌ ▌▇▉▌▍ ▆▌▍██▉▄▊ ▌▊█ ▆▄▇▆▆_▊.▍▋▉▊▊▄ ▍▇▆▇▇▅▊▆ ▊▊ ▌▄ ▋▉ █▋▉ ▆█▇▌▄▉ ▆▅ ▍▉▆▇▋▇ ▆▊▋▄▅▆ (▅▊▉ ▅█▋▊▆▆█ ▋▅▆▆▇▅ ▆▆▌▋▄▆ ▇▊█ ▌▍▆▊█ ▍█▆▉▇▉▍▆█)
1 Year Ago
merge from dive_mission_range_increase
1 Year Ago
fixed water on billb test map
1 Year Ago
Reverted the divemaster missions to a max 500m Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
1 Year Ago
Update: Reducing which scenes we have set for build in Build Settings Our internal build macros only build 2 scenes, while Test Runner tries to build all (incl disabled) scenes set in the Build Settings. This allows us to run Player-mode tests without extra steps. Tests: With PerfFwk enabled, ran pool perf tests in Player mode - it ran and gathered results.
1 Year Ago
Update: Reorganization of the perf test framework - Unity.PerformanceTesting is marked as auto-referenced (this is another modification of original package) - Added a "Rust Editor/Performance Framework/Active" menu toggle to enable/disable perf test scripts - controls RUST_PERF_FWK define - Renamed and moved PerfFwk assembly to Plugins/ (as that's it's design) - Moved existing perf tests outside to the root assembly (Scipts/PerfTests) so that we can access gameplay code The goal is to both isolate the perf framework code from the codebase as much as possible(don't ship to players or unity devs to load stuff that's not sueful), while also being able to work with our main game scripts directly. Tests: - Switch the toggle on and off - no editor errors. - Built client&server with framework being enabled - it passed. -- Found no PerfFwk references in main game assembly for both client and server and no references to test classes
1 Year Ago
Fix pillar covers not handling a non-zero rotation
1 Year Ago
added a building topology ring around oases to block rail/roads coming too close
1 Year Ago
dpv compile fix
1 Year Ago
merge from main