reporust_rebootcancel

127,003 Commits over 4,109 Days - 1.29cph!

9 Months Ago
merge from main
9 Months Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
9 Months Ago
merge from main
9 Months Ago
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9 Months Ago
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9 Months Ago
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9 Months Ago
Apply distance checks to individual covers instead of cover groups
9 Months Ago
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9 Months Ago
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9 Months Ago
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9 Months Ago
merge from divesite_respawn_fix
9 Months Ago
merge from main
9 Months Ago
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9 Months Ago
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▅▌▋▅▄▌▉ ▍▇▅█▆ ▊▉▍▌▊▅▅▄ ▍▌▉▇▊ ▉▉ ▋▅▄ ▌▅▋█▅▋▋▌▋ █▌ ▉▅▌ ▌██▇▌▄ ▍▄█▉▌▆▇███ ▇▋ ▋▆▇ ▇█▆█▆▄▋▇▋ ▆█▋▊ █▆▅▅▌▅ ▅▌▊ ▆▉▌ ▇▇▇▇▄▄▋▌ ▉▉▄▆▍▉▍▅ ▊▋ ▇██▊▄▆▇▅▌ ▊▄ █▊▆▊▉ ▍▋█ ▄▊▅ ▋▍▅▌▅▌▆▇▅, ▄▅▍▌▅▇ ▊▇▄▄ ▌▅▄▌▄▍ ▌▊▇▉ ▆▊▊▄▆ ▊▉█▆ ▅█▍ ▉▉ ▄▇▊▇█▆▆ (█▇▄▋ ▍▊ ▅▅▌▆▆▌▋▌ ▇█▍▉█ ▌▅▄▍▊ ▍▊▉▋▊▇█?)
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10 Months Ago
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10 Months 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
10 Months Ago
Cookie mipmap glitch fix
10 Months Ago
new cookie & volumetrics on all projectors fixed consistency between 1p and 3p
10 Months Ago
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10 Months Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
10 Months Ago
- Adjusted Bradley spline height. - Check how close before you enter
10 Months Ago
merge from flow_vector_field
10 Months Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
10 Months Ago
Improve cover selection and debug, fix some objects not blocking the trace
10 Months Ago
Added catapult test meshes for Flavien
10 Months Ago
Siege tower constructable tweaks
10 Months Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
10 Months Ago
corrected offset of dpv mounting bounds check
10 Months Ago
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10 Months Ago
Orientation fix on catapult
10 Months Ago
Fixed catapult hierarchy
10 Months Ago
merge from main (105767)
10 Months Ago
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10 Months Ago
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
10 Months Ago
LS - changed a pallet placement in factory side room
10 Months 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
10 Months Ago
Friends List and button
10 Months Ago
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10 Months Ago
- ▉▉▉▋▍▄▉ ▇▆▅▇▍▍▄▊▆▄▋▌ ▅█▌▆▅▌▄█ ▇▊▊ ▋▆▄▆ ▄▉ ▅█% ▇▊▆▍ ▄▆▄▇▋▊▄▉ ▆▍▌ ▉▄▊▆▇▌▌▊▆▋▊▇ ▅▌▋▄▅▄▉▇▆ (▌▉▌▍▅▉▆ ▌▇▄▇▌▇█ ▅▇▇▌▊▉▍ ▄▅█▍▍█▄ ▉▍▉▊ ▊▉▋ █▌▇▅ ▆▉ ▌▌▊▆▉▋▇▊▋▋▅▍) - ▌▇▋█▇▄▅▄ ▆▆█▉▋ ▆▋ ▋▊█▄ ▊▇▄▄ ▅▉▅ █▆▄█▌▅
10 Months Ago
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
10 Months Ago
Better vislog for cover debugging
10 Months Ago
10 Months Ago
█▋▇█▆▌ ▌▇▉▌▍ ▆▌▍██▉▄▊ ▌▊█ ▆▄▇▆▆_▊.▍▋▉▊▊▄ ▍▇▆▇▇▅▊▆ ▊▊ ▌▄ ▋▉ █▋▉ ▆█▇▌▄▉ ▆▅ ▍▉▆▇▋▇ ▆▊▋▄▅▆ (▅▊▉ ▅█▋▊▆▆█ ▋▅▆▆▇▅ ▆▆▌▋▄▆ ▇▊█ ▌▍▆▊█ ▍█▆▉▇▉▍▆█)
10 Months Ago
merge from dive_mission_range_increase
10 Months Ago
fixed water on billb test map
10 Months 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
10 Months 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.