reporust_rebootcancel

127,005 Commits over 4,109 Days - 1.29cph!

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.
10 Months 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
10 Months Ago
Fix pillar covers not handling a non-zero rotation
10 Months Ago
added a building topology ring around oases to block rail/roads coming too close
10 Months Ago
dpv compile fix
10 Months Ago
merge from main
10 Months Ago
merge from wallpaper
10 Months Ago
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10 Months Ago
merge from dive_mission_range_increase
10 Months Ago
merge from divesite_tip_fix
10 Months Ago
merge from dpv_fixes
10 Months Ago
merge from emptytoasterror_fix
10 Months Ago
merge from main
10 Months Ago
radtown s2p
10 Months Ago
radioactive water surface border fix
10 Months Ago
re-applying rock changes to cave_medium_hard and cave_small_hard
10 Months Ago
10 Months Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far
10 Months Ago
1P volumetric tests Updated cookie
10 Months Ago
10 Months Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
10 Months Ago
Merge from main
10 Months Ago
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10 Months Ago
Iterate on cover and peeks
10 Months Ago
t1 smg viewmodel updates - ironsights tweaked - skinning updates for springs - idle pose updated - bolt position poses - anim length changes to match smg in 1p and 3p
10 Months Ago
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10 Months Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
10 Months Ago
Colour adjustments and detail additions to catapult
10 Months Ago
accidental doubling up of waterflow generation for rivers
10 Months Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
10 Months Ago
Added arted-up catapult model, materials, and textures. Some tweaks pending.
10 Months Ago
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10 Months Ago
Fixed drawbridge animations Added another drawbridge to the lower level
10 Months Ago
Buildfix: isolating perf test scripts into it's own assembly - For the time being stores existing perf tests - will reorganize when the structure is more clear in the future. Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
10 Months Ago
Merge: from main Tests: none
10 Months Ago
Added front door and drawbridge to the siege tower
10 Months Ago
Planters now use the same outside check as water catchers. Reworked planter rainfall logic. Added planterbox.outsidetestdistance server convar to control distance check.
10 Months Ago
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
10 Months Ago
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
10 Months Ago
Stopped icesheets from spawning around lakes
10 Months Ago
Merge: from main Tests: ran around on craggy with logs
10 Months Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
10 Months Ago
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
10 Months Ago
removed debug logs
10 Months Ago
Smoothed vendor entry and exit to spline
10 Months Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
10 Months Ago
Update: SoundManager pools internal lists The pooling effect is minimal, but it achieves 2 small improvements: - we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code - audio.printsounds no longer reports 0 active sounds per definintion Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
10 Months Ago
Update: microphone drops any sounds it has accumulated on destroy Tests: tested by playing the flute when exploding the microphone stand connected to a speaker