reporust_rebootcancel

124,047 Commits over 4,171 Days - 1.24cph!

12 Months Ago
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12 Months Ago
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
12 Months Ago
Better vislog for cover debugging
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12 Months Ago
merge from dive_mission_range_increase
12 Months Ago
fixed water on billb test map
12 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
12 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.
12 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
12 Months Ago
Fix pillar covers not handling a non-zero rotation
12 Months Ago
added a building topology ring around oases to block rail/roads coming too close
12 Months Ago
dpv compile fix
12 Months Ago
merge from main
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merge from wallpaper
12 Months Ago
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12 Months Ago
merge from dive_mission_range_increase
12 Months Ago
merge from divesite_tip_fix
12 Months Ago
merge from dpv_fixes
12 Months Ago
merge from emptytoasterror_fix
12 Months Ago
merge from main
12 Months Ago
radtown s2p
12 Months Ago
radioactive water surface border fix
12 Months Ago
re-applying rock changes to cave_medium_hard and cave_small_hard
12 Months Ago
12 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
12 Months Ago
1P volumetric tests Updated cookie
12 Months Ago
12 Months Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
12 Months Ago
Merge from main
12 Months Ago
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12 Months Ago
Iterate on cover and peeks
12 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
12 Months Ago
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12 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
12 Months Ago
Colour adjustments and detail additions to catapult
12 Months Ago
accidental doubling up of waterflow generation for rivers
12 Months Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
12 Months Ago
Added arted-up catapult model, materials, and textures. Some tweaks pending.
12 Months Ago
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Fixed drawbridge animations Added another drawbridge to the lower level
12 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
12 Months Ago
Merge: from main Tests: none
12 Months Ago
Added front door and drawbridge to the siege tower
12 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.
12 Months Ago
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
12 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
12 Months Ago
Stopped icesheets from spawning around lakes