reporust_rebootcancel

125,711 Commits over 4,171 Days - 1.26cph!

1 Year Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
1 Year Ago
Improve cover selection and debug, fix some objects not blocking the trace
1 Year Ago
Added catapult test meshes for Flavien
1 Year Ago
Siege tower constructable tweaks
1 Year Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
1 Year Ago
corrected offset of dpv mounting bounds check
1 Year Ago
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1 Year Ago
Orientation fix on catapult
1 Year Ago
Fixed catapult hierarchy
1 Year Ago
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1 Year Ago
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
1 Year Ago
LS - changed a pallet placement in factory side room
1 Year 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
1 Year Ago
Friends List and button
1 Year Ago
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1 Year Ago
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1 Year Ago
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
1 Year Ago
Better vislog for cover debugging
1 Year Ago
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1 Year Ago
merge from dive_mission_range_increase
1 Year Ago
fixed water on billb test map
1 Year 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
1 Year 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.
1 Year 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
1 Year Ago
Fix pillar covers not handling a non-zero rotation
1 Year Ago
added a building topology ring around oases to block rail/roads coming too close
1 Year Ago
dpv compile fix
1 Year Ago
merge from main
1 Year Ago
merge from wallpaper
1 Year Ago
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1 Year Ago
merge from dive_mission_range_increase
1 Year Ago
merge from divesite_tip_fix
1 Year Ago
merge from dpv_fixes
1 Year Ago
merge from emptytoasterror_fix
1 Year Ago
merge from main
1 Year Ago
radtown s2p
1 Year Ago
radioactive water surface border fix
1 Year Ago
re-applying rock changes to cave_medium_hard and cave_small_hard
1 Year Ago
1 Year 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
1 Year Ago
1P volumetric tests Updated cookie
1 Year Ago
1 Year Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Iterate on cover and peeks
1 Year 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
1 Year Ago
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1 Year 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