130,544 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Keep track of all 3 compile target states and parse it that way (only show green if all 3 pass, red if one fails)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: DemoBuildingsViewer - can load multiple bases in a scene
Exports them separately, for now.
Tests: loaded top 20 bases from staging demo
 
                
                
                
                
                
             
         
        
            
            
            
                
                fish crate model, textures, prefabs
more set dressing on ship
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added toggles to turn culling stages on and off
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked settings dropdown padding
Moved FPS counter option in UI category
 
                
                
                
                
                
             
         
        
            
            
            
                
                SkinViewer scene added to bundles
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix heliFX method compile location server -> shared
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix UIDialogs not working when using asset scenes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a toolbar button for the compile simulator (shows most recent state)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added Rust Render Pipeline package contents
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work
Otherwise it NREed
Tests: loaded base 3839 from staging demo
 
                
                
                
                
                
             
         
        
            
            
            
                
                Skin viewer loading indicator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed the Rust Render Pipeline package to a custom rather than git based package as not everyone will have SSH or git credentials set up
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication
Tests: loaded up the largest base from staging demo
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location
Discovered that there's a new bug with duplicating skins on succesful scene opens
Tests: spawned the largest base from staging
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add Ians new rotation script, update automated render script
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
 
                
                
                
                
                
             
         
        
            
            
            
                
                remove twitch drops and weekly skin old files
 
                
                
                
                
                
             
         
        
            
            
            
                
                clarified water trace setup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall
Test: projectile tests all still passing
 
                
                
                
                
                
             
         
        
            
            
            
                
                snapping_improvements_3 -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                General snapping changes to computer station and rivals desk
 
                
                
                
                
                
             
         
        
            
            
            
                
                Medical syringe animation update - inject self
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: BaseRaidBench - ensure weapons fire right projectiles
- Also reset cooldowns between runs
Tests: ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove new snapping from large planter
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed skin viewer not resetting loaded skin before applying another one
 
                
                
                
                
                
             
         
        
            
            
            
                
                Small cleanups left over from a failed experiment
 
                
                
                
                
                
             
         
        
            
            
            
                
                Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
 
                
                
                
                
                
             
         
        
            
            
            
                
                patrol_heli_crash_fix -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                main -> patrol_heli_crash_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - add support for multiple run configurations
- Also remote players now have id in their game object names for easier debug
- Fixed a bug with accumulating frame counter (:ops: #2)
- Updated subtitle display to see what's running
There's a burst-related NRE that gets picked up, but it's not directly related to benchmark.
Tests: ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                main -> snapping_improvments_3
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed missing scripts on loading screen prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Added the Rust Render Pipeline package to start testing it within the main project.
- Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Missing tag on pressed calls
 
                
                
                
                
                
             
         
        
            
            
            
                
                Further basic cannon functionality for prototype/playtest purposes:
Add basic hold-to-reload radial menu behaviour to cannons.
4 second reload duration.
Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Rug variants for floating cities
 
                
                
                
                
                
             
         
        
            
            
            
                
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                merge from nametag_clipping_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move useJobs into client code
 
                
                
                
                
                
             
         
        
            
            
            
                
                rpg viewmodel anims updated
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from centralized_mutes
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from spraycan_infiniteammo
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from no_build_zone_height_visual