reporust_rebootcancel

125,198 Commits over 4,079 Days - 1.28cph!

11 Months Ago
11 Months Ago
Beginnings of the menu redesign, horizontal navigation
11 Months Ago
merge from main
11 Months Ago
Small panel indicator lights with configurable colors
11 Months Ago
Save current scene before gen takes place
11 Months Ago
11 Months Ago
Added aileron controls - arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
11 Months Ago
explicit surface lift calculations replaced with processing a set of serialized surface types
11 Months Ago
Clean: Fixing depr warnings in Scripts/ConsoleCommands `objects` and `textures` vars can return 2GB+ memory size values per object now. - Application -> SceneManager - refreshRate -> Round(refrestRateRatio.value) 14 to go Tests: none, trivial changes
11 Months Ago
Deployable spot light, orientable using a hammer (like CCTV cameras)
11 Months Ago
Feedback for Spotlight
11 Months Ago
Clean: Fixing depr warnings in Scripts/ViewModel - More ParticleSystem module usage - Also removed obvious comments 19 to go - there's basically no more large groupings, so the CLs will continue to be small Tests: none, trivial changes
11 Months Ago
Clean: Fixing depr warnings in Scripts/Client - More ParticleSystem module usage - Application -> SceneManager 23 to go Tests: None, trivial changes
11 Months Ago
Clean: Fixing depr warnings in Scripts/Procedural - Removal of dead Render.mateiralType - Renderer.castShadows -> shadowCastingMode - WWW -> UnityWebRequest - Explicitly use default QueryParameters for a RaycastCommand 26 to go Tests: None, trivial changes
11 Months Ago
garage door textures @2k
11 Months Ago
removed ladder box from sphere tank interior collider
11 Months Ago
BugFix: TerrainMeta now updates Terrain Material if it's missmatching Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it. - Removed obsolete code (it always returned MaterialType.Custom) - Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation) Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
11 Months Ago
made armored window's collider soft side planar
11 Months Ago
Item store view with custom header
11 Months Ago
Merge from main
11 Months Ago
Stagger wolf when damaged a lot, instead of on every head shot
11 Months Ago
disabled shadow proxies on Launch site factory prefabs, walkways prefabs converted remaining walkway prefabs to MeshLOD
11 Months Ago
Add wolf bark before coordinated attack, add proper death state
11 Months Ago
plane updates - non-control surfaces use a different lift curve - adjusted curves - mouse input for pitch/roll, keys for yaw - debug csv output for surface values against different AoA - added testing scene
11 Months Ago
nope - doesn't work
11 Months Ago
playing with shadow proxies for master house shadow flicker
11 Months Ago
fixed cctv name spelling mistake
11 Months Ago
Fairy lights: Light bulb generation tweaks Spawn a real point light at each point Minor fix on the xmas light deployer
11 Months Ago
Add wolf howl
11 Months Ago
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11 Months Ago
Clean: fixing depr warnings in Scripts/Effects It's all just ParticleSystem module usage additions. 39 warnings to go. Tests: none, trivial changes
11 Months Ago
Clean: fixing depr warnings in Scripts/Game/ - SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab - More ClientRPC(RpcTarget) usage - More ParticleSystem module usage - CreatorGibSpawner now caches and restore entire Random state when changing seed - prefabAssetPath -> assetPath Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same. About 55 left
11 Months Ago
Fix titles for the dlc
11 Months Ago
DLC icons, colours and prefab updates
11 Months Ago
Make fsms easier to edit by exposing them on the prefab
11 Months Ago
merge from cliffs
11 Months Ago
changed minimum sizes for unique environments procmap spawns canyons 3500+ lakes 3000+ oasis 2000+
11 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
11 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
11 Months Ago
hid the barrier at the gates as it often floats on some seeds
11 Months Ago
Fixed offset in vehicle mountable gizmos
11 Months Ago
radtown s2p
11 Months Ago
cleared a blocker in master house bedroom added back missing ceiling lights in off variants in storage building large detached the barriers from front gates to allow AI vehicles through cleared a wider pathway for AI vehicles to drive through town raised mud tracks slightly to cope with procmap weirdness by the roadside
11 Months Ago
Merge from main
11 Months Ago
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
11 Months Ago
Fixed some more custom mode edge cases Fixed condition sorting not producing deterministic results when comparing items that don't have condition WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
11 Months Ago
Styling
11 Months Ago
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages For when you need to sort your Pierres from your Bois
11 Months Ago
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)
11 Months Ago
Office Ceiling A material/texture pass.