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135,162 Commits over 4,444 Days - 1.27cph!

1 Year Ago
1 Year Ago
Finishing up blend layers on floating walkways
1 Year Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
1 Year Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
1 Year Ago
Exclude soft mask assembly from obfuscation
1 Year Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
1 Year Ago
merge from store-june-2025
1 Year Ago
merge from legacy_wall_gate_sitem
1 Year Ago
merge from player_report_endpoint_changes
1 Year Ago
merge from compound_spawn_tweaks
1 Year Ago
ghost ship trawler exterior textures resize on many onboard props ship name decal prep
1 Year Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
1 Year Ago
Water barrel cant snap to other water barrels, bounds are too hard to work with
1 Year Ago
snap_deployable_improvements -> main
1 Year Ago
snap_deployable_improvements -> main
1 Year Ago
Fixed storage barrel b corner snapping
1 Year Ago
Cleanup
1 Year Ago
Fix typo on legacy wood - updated strings
1 Year Ago
Merge from main
1 Year Ago
Fixed snapping not working right on brutalist foundations
1 Year Ago
Continuing working on blends for floating walkways
1 Year Ago
Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
1 Year Ago
Removed SetPhrase in Bootstrap, localization isnt loaded at this point
1 Year Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
1 Year Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
1 Year Ago
set repairable definition correctly so items can be spraypaint skinned
1 Year Ago
Deployable snapping setting Fixed some padding issues
1 Year Ago
Added new UI sound slider to the new settings menu
1 Year Ago
Added new map markers binds in the settings
1 Year Ago
Added a button to reset keybinds individually
1 Year Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
1 Year Ago
Rebuild manifest
1 Year Ago
Merge from main
1 Year Ago
Setup for third person testing
1 Year Ago
legacy wood wall and gate sitems, skinnable and pack sitem, rebuilt skins and manifest
1 Year Ago
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
1 Year Ago
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
1 Year Ago
Connect Modal styling
1 Year Ago
Fix minigun world model briefly spinning when being equipped in third person
1 Year Ago
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
1 Year Ago
Possible BaseOven.CookVisuals NRE fix
1 Year Ago
merge from party_system -> main
1 Year Ago
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk Switched the spawn point name from Compound -> Outpost
1 Year Ago
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
1 Year Ago
Move hardcoded assets to bootstrap asset scene because some are needed in the menu Fix some scene switching issues after LevelManager changes
1 Year Ago
Better behaviour when handling tight corners, better scaling Use spherecast for matching deployable capture (better again for barrels) Rename inBuildingPrivilege to buildingBlocked
1 Year Ago
Merge from main
1 Year Ago
Disco floor just uses its own snapping system for entity to entity connections. Ensure large planter box can still snap to the centre of a foundation
1 Year Ago
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead. This instantly improves barrel snapping.
1 Year Ago
merge from main