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121,135 Commits over 4,018 Days - 1.26cph!

6 Months Ago
merge from t1smg
6 Months Ago
manifest
6 Months Ago
manifest.json and packages-lock.json
6 Months Ago
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6 Months Ago
TMP_ script changes
6 Months Ago
Add ProjectSettings/MultiplayerManager.asset to SCM
6 Months Ago
CurrentVersion.cs
6 Months Ago
ProjectVersion.txt
6 Months Ago
merge from main
6 Months Ago
disabled_halloween24 -> main
6 Months Ago
Disable Scarecrowpopulation Updated collectables Removed bone collectable Frank default table craftable disabled Disabled portals
6 Months Ago
compile fix
6 Months Ago
Update: Invoking of profiler method annotation filter works - Instead of hooking in we rely on Unity's assembly initialization to invoke us first - seems to be early enough, but we'll see - Store profiler callbacks to avoid GC cleaning them up and crashes in mono - Add compile guards (for now allowing to run editor to test) Tests: launched in editor, no crashes and a lot(112k) of debug logs indicating what gets annotated.
6 Months Ago
Fix regression from HBHF fixes that causes building blocks with no TC attached to use TC of nearby but unattached building blocks
6 Months Ago
Add combined versions
6 Months Ago
IsTipping wont be called if tipped
6 Months Ago
Adding in the gestures
6 Months Ago
Split off IsTipping and IsTipped flags Only enable is tipping if we are starting to tip and not when we are on the ground
6 Months Ago
merge from save_260
6 Months Ago
merge from main
6 Months Ago
reapplying 106957 t1smg
6 Months Ago
If tipping over turn on a trigger to hurt players inside
6 Months Ago
Siege tower now sets flag should it be tipped over
6 Months Ago
Battering ram door prefab
6 Months Ago
t1 smg balance and techtree
6 Months Ago
- Added methods to check if siege tower is tipping over or has tipped - Moved them into BaseVehicle
6 Months Ago
Battering ram back door physics tests
6 Months Ago
Add top secret hidden feature to wolves
6 Months Ago
Fixed bug preventing loaded horses that are towing something from being detached
6 Months Ago
Merge from main
6 Months Ago
- Ensured ride horse shows up first instead of tow/detach (again?) - Fixed NRE with random.range
6 Months Ago
- Improved rope tension values - Fixed weird rope wind amplitude - Tweaked wind values with some more randomness
6 Months Ago
Gesture Pack store page
6 Months Ago
Codegen/manifest
6 Months Ago
- Adjusted wind amplitude - Adjusted connection points
6 Months Ago
Fixed TransformLineRenderer NRE
6 Months Ago
Enable horse siege harness if is towing flag enabled
6 Months Ago
lowered guide mesh pivot to be the ground rotated back door up removed wheels off of rear door
6 Months Ago
Fixed the siege harness in testridablehorse after the merge
6 Months Ago
further marching cubes work - separating sculpting data from marching cubes view through a sampling interface - pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup) - some vertex generation changes that would let us interpret non-boolean datasets better
6 Months Ago
Battering ram constructable prefab stages
6 Months Ago
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
6 Months Ago
merge rom dpv_player_animation_edit
6 Months Ago
merge from trainyard_water_tower_fix
6 Months Ago
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6 Months Ago
merge from train_caboose_disposal_error
6 Months Ago
re-enabled flowMovementScale on kayak
6 Months Ago
merge from main
6 Months Ago
Applied PostIK to the updated SMG FX prefabs.
6 Months Ago
Merge from ai_wolf_iteration