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141,026 Commits over 4,383 Days - 1.34cph!

3 Minutes Ago
apartment lights collision added
28 Minutes Ago
apartment lights lods update
29 Minutes Ago
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30 Minutes Ago
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48 Minutes Ago
Replace tabs in spawn.report output (they confuse the new console)
58 Minutes Ago
merge from unity_6.3.11/new_inputsystem/tmp_update
1 Hour Ago
added prefabs for empty states for tier 2 updated tier3 fbx matertial settings
1 Hour Ago
fixed missing mesh in prefab
1 Hour Ago
tier 2 workbench empty states for upgrade parts + empty state for when theres no upgrades + updated tier 2 fbx
1 Hour 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()
1 Hour Ago
mannifest and skins
1 Hour Ago
updated tier2 workbench fbx import settings fixed defence upgrade position
2 Hours Ago
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2 Hours Ago
apartment complex scene update, more refinement around playground area playground sandboxes and border meshes + prefabs
4 Hours Ago
merge from main
4 Hours Ago
3p jump north anim edit
4 Hours Ago
Initial filler visuals implementation
4 Hours Ago
matched holster positions to main for fishing rod,pickaxe ,diver hatchet/pickaxe, hml, salvaged hammer/icepick
4 Hours Ago
fixed positions for visuals
4 Hours 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
4 Hours Ago
Fixed TmProEmojiRedirector following new TMP_InputField optims
5 Hours 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
5 Hours Ago
Apply similar rounding to recycle bin effect as the recycler, to calculate nice chance of refund
5 Hours 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
5 Hours Ago
missed couple of texture files
5 Hours Ago
WIP on penthouse apartment carpets, walls to test layer blends, textures, decals, etc
Today
Hooked kiosk poster sign textures back up
Today
update manifest
Today
updated protorype icon and .item prefab to link to proper icon now
Today
Removed obsolete kiosk blockouts
Today
Compile fixes
Today
Restored blockRectTransformChange in TextMeshProUGUI, used by ItemPickupNotice
Today
Restored FixCaret because looks like its still needed
Today
added first pass of rentable kiosk c
Today
Shaders update, stripped mobile and sprite shaders we dont need
Today
Merge from main
Today
merge from automated_testing
Today
Moved up if DEBUG in TestRunner.Pipeline, TestRunnerWindow, TestMemoryCell and TestSolarPanel
Today
Removed NUnit refs in TestPlayerBoat and RHIB
Today
Adding / moved #if DEBUG in a few automated tests (Unity 6 server build failure tests)
Today
Relinked third parties using the TMP assembly
Today
Removing -quit param for unity test method to allow async tests to run properly.
Today
merge from main
Today
merge from automated_testing
Today
Quit the editor once the test pipeline run is done (the method is async so we cant use -quit)
Today
Merge from main
Today
merge from toolbar_fixes
Today
Remove toolbar settings, toolbars are now be toggled through unity's new drop down so this whole thing is obsolete
Today
merge from main