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156,373 Commits over 4,566 Days - 1.43cph!

2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore. https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
2 Years Ago
Cookie mipmap glitch fix
2 Years Ago
new cookie & volumetrics on all projectors fixed consistency between 1p and 3p
2 Years Ago
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2 Years Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
2 Years Ago
- Adjusted Bradley spline height. - Check how close before you enter
2 Years Ago
merge from flow_vector_field
2 Years Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
2 Years Ago
Improve cover selection and debug, fix some objects not blocking the trace
2 Years Ago
Added catapult test meshes for Flavien
2 Years Ago
Siege tower constructable tweaks
2 Years Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
2 Years Ago
corrected offset of dpv mounting bounds check
2 Years Ago
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2 Years Ago
Orientation fix on catapult
2 Years Ago
Fixed catapult hierarchy
2 Years Ago
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2 Years Ago
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
2 Years Ago
LS - changed a pallet placement in factory side room
2 Years Ago
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned Applied this new system to the siege tower
2 Years Ago
Friends List and button
2 Years Ago
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2 Years Ago
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
2 Years Ago
Better vislog for cover debugging
2 Years Ago
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2 Years Ago
merge from dive_mission_range_increase
2 Years Ago
fixed water on billb test map
2 Years 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
2 Years 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.
2 Years 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
2 Years Ago
Fix pillar covers not handling a non-zero rotation
2 Years Ago
added a building topology ring around oases to block rail/roads coming too close
2 Years Ago
dpv compile fix
2 Years Ago
merge from main
2 Years Ago
merge from wallpaper
2 Years Ago
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2 Years Ago
merge from dive_mission_range_increase
2 Years Ago
merge from divesite_tip_fix
2 Years Ago
merge from dpv_fixes
2 Years Ago
merge from emptytoasterror_fix
2 Years Ago
merge from main
2 Years Ago
radtown s2p
2 Years Ago
radioactive water surface border fix