reporust_rebootcancel

158,841 Commits over 4,566 Days - 1.45cph!

10 Days Ago
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10 Days Ago
merge from main
10 Days Ago
Merge: from unity_6000.3.26f1 - Update: upgraded unity engine to 6000.3.26f1 Tests: opened project, used standalone client to connect to standalone server with procgen map
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Merge: from main
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Merge: from pool_leak_tracking - Update: pool.debug_mem_start/_stop to help track down leaks/spills Tests: ran unit tests
10 Days Ago
Update(tests): add unit tests for debug_mem_start/stop - also fixed invalid counter tracking for double-free cases Tests: ran unit tests
10 Days Ago
exported new jog anims
10 Days Ago
first pass on reactive BirdFlocks - fly around in swarms with code similar to crabs and jellyfish - avoid obstacles and players - boid movement patterns - slightly more realistic flapping, with less flapping when angling down and more when climbing
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10 Days Ago
fix for fire anim freezing
10 Days Ago
Added new sounds to both seagull and crow flocks
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Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
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Update: add pool.debug_mem_start/_stop to help track down leaks/spills Tests: booted to craggy, tried tracking List`1[System.Single
10 Days Ago
Add support for the right-side icons on the map screen. Pressing dpad left/right shifts focus. Added glyphs. Added missing tooltips for some of the existing icons so they show correctly when navigating. Misc fixes
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Merge from render_pipeline_testing
10 Days Ago
Cherry Pick (168771) - Floating point issue with aniso highlights
10 Days Ago
merge from main
10 Days Ago
UZI AO Fix
10 Days Ago
Merge from mixingcooking_ui
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Merge from main
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10 Days Ago
Bunch of fixes
10 Days Ago
Updated M1 Garand blockout to match real world dimensions
10 Days Ago
merge from ramp_deploy_fix
10 Days Ago
Fixed triangle foundation deployable on top of brutalist ramps
10 Days Ago
Added FN FAL mesh blockout
10 Days Ago
Added M1 Garand blockout mesh
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merge from viewmodel_skinning_update
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- Cleanup - Fixes stopping treating base player npcs like humans
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- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
10 Days Ago
Hemp colourblind variants.
10 Days Ago
merge from stoneframe_colliders_fix
10 Days Ago
merge from skinviewer_bg_fix
10 Days Ago
merge from ramp_deploy_fix
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merge from buildingblock_overhangs_fix
10 Days Ago
merge from parentedwires_fix
10 Days Ago
merge from siegeweapon_misc_fixes
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merge from microphonestand_unfiltered
10 Days Ago
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
10 Days Ago
Ensure global map markers skip the LOD system
10 Days Ago
merge from skull_trophy_fixes
10 Days Ago
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
10 Days Ago
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
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merge from viewmodel_skinning_update
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All floor frame and triangle floor frame skins of the same grade now share the same collider
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Added editor test checking that all frames skins of the same grade share the same collider
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Fixed being able to codelock the carvable pumpkin
10 Days Ago
All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
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Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles