reporust_rebootcancel

141,082 Commits over 4,383 Days - 1.34cph!

Yesterday
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Yesterday
Removed event system from client.prefab, we only need one and its in EngineUI2
Yesterday
Restored scroll speeds
Yesterday
Use absolute path when downloading world
Yesterday
added empty states for tier 3 like tier 1 & 2
Yesterday
Apartment penthouse brick walls - WIP and material exploration
Yesterday
apartment lights collision added
Yesterday
apartment lights lods update
Yesterday
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Yesterday
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Yesterday
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Yesterday
Replace tabs in spawn.report output (they confuse the new console)
Yesterday
merge from unity_6.3.11/new_inputsystem/tmp_update
Yesterday
added prefabs for empty states for tier 2 updated tier3 fbx matertial settings
Yesterday
fixed missing mesh in prefab
Yesterday
tier 2 workbench empty states for upgrade parts + empty state for when theres no upgrades + updated tier 2 fbx
Yesterday
- 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()
Yesterday
mannifest and skins
Yesterday
updated tier2 workbench fbx import settings fixed defence upgrade position
Yesterday
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Yesterday
apartment complex scene update, more refinement around playground area playground sandboxes and border meshes + prefabs
2 Days Ago
merge from main
2 Days Ago
3p jump north anim edit
2 Days Ago
Initial filler visuals implementation
2 Days Ago
matched holster positions to main for fishing rod,pickaxe ,diver hatchet/pickaxe, hml, salvaged hammer/icepick
2 Days Ago
fixed positions for visuals
2 Days 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
2 Days Ago
Fixed TmProEmojiRedirector following new TMP_InputField optims
2 Days 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
2 Days Ago
Apply similar rounding to recycle bin effect as the recycler, to calculate nice chance of refund
2 Days 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
2 Days Ago
missed couple of texture files
2 Days Ago
WIP on penthouse apartment carpets, walls to test layer blends, textures, decals, etc
2 Days Ago
Hooked kiosk poster sign textures back up
2 Days Ago
update manifest
2 Days Ago
updated protorype icon and .item prefab to link to proper icon now
2 Days Ago
Removed obsolete kiosk blockouts
2 Days Ago
Compile fixes
2 Days Ago
Restored blockRectTransformChange in TextMeshProUGUI, used by ItemPickupNotice
2 Days Ago
Restored FixCaret because looks like its still needed
2 Days Ago
added first pass of rentable kiosk c
2 Days Ago
Shaders update, stripped mobile and sprite shaders we dont need
2 Days Ago
Merge from main
2 Days Ago
merge from automated_testing
2 Days Ago
Moved up if DEBUG in TestRunner.Pipeline, TestRunnerWindow, TestMemoryCell and TestSolarPanel
2 Days Ago
Removed NUnit refs in TestPlayerBoat and RHIB
2 Days Ago
Adding / moved #if DEBUG in a few automated tests (Unity 6 server build failure tests)
2 Days Ago
Relinked third parties using the TMP assembly
2 Days Ago
Removing -quit param for unity test method to allow async tests to run properly.
2 Days Ago
merge from main