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108,036 Commits over 3,867 Days - 1.16cph!

Yesterday
backpack skin icon fix
Yesterday
merge from t1smg
Yesterday
manifest
Yesterday
manifest.json and packages-lock.json
Yesterday
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Yesterday
TMP_ script changes
Yesterday
Add ProjectSettings/MultiplayerManager.asset to SCM
Yesterday
CurrentVersion.cs
Yesterday
ProjectVersion.txt
Yesterday
merge from main
Yesterday
disabled_halloween24 -> main
Yesterday
Disable Scarecrowpopulation Updated collectables Removed bone collectable Frank default table craftable disabled Disabled portals
Yesterday
compile fix
Yesterday
Update: Invoking of profiler method annotation filter works - Instead of hooking in we rely on Unity's assembly initialization to invoke us first - seems to be early enough, but we'll see - Store profiler callbacks to avoid GC cleaning them up and crashes in mono - Add compile guards (for now allowing to run editor to test) Tests: launched in editor, no crashes and a lot(112k) of debug logs indicating what gets annotated.
Yesterday
Fix regression from HBHF fixes that causes building blocks with no TC attached to use TC of nearby but unattached building blocks
Yesterday
Add combined versions
Yesterday
IsTipping wont be called if tipped
Yesterday
Adding in the gestures
Yesterday
Split off IsTipping and IsTipped flags Only enable is tipping if we are starting to tip and not when we are on the ground
Yesterday
merge from save_260
Yesterday
merge from main
Yesterday
reapplying 106957 t1smg
Yesterday
If tipping over turn on a trigger to hurt players inside
Yesterday
Siege tower now sets flag should it be tipped over
Yesterday
Battering ram door prefab
Yesterday
t1 smg balance and techtree
Yesterday
- Added methods to check if siege tower is tipping over or has tipped - Moved them into BaseVehicle
Yesterday
Battering ram back door physics tests
Yesterday
Add top secret hidden feature to wolves
Yesterday
Fixed bug preventing loaded horses that are towing something from being detached
Yesterday
Merge from main
Yesterday
- Ensured ride horse shows up first instead of tow/detach (again?) - Fixed NRE with random.range
Yesterday
- Improved rope tension values - Fixed weird rope wind amplitude - Tweaked wind values with some more randomness
Yesterday
Gesture Pack store page
Yesterday
Codegen/manifest
Yesterday
- Adjusted wind amplitude - Adjusted connection points
Yesterday
Fixed TransformLineRenderer NRE
Yesterday
Enable horse siege harness if is towing flag enabled
Yesterday
lowered guide mesh pivot to be the ground rotated back door up removed wheels off of rear door
Yesterday
Fixed the siege harness in testridablehorse after the merge
Yesterday
further marching cubes work - separating sculpting data from marching cubes view through a sampling interface - pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup) - some vertex generation changes that would let us interpret non-boolean datasets better
2 Days Ago
Battering ram constructable prefab stages
2 Days Ago
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
2 Days Ago
merge rom dpv_player_animation_edit
2 Days Ago
merge from trainyard_water_tower_fix
2 Days Ago
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2 Days Ago
merge from train_caboose_disposal_error
2 Days Ago
re-enabled flowMovementScale on kayak
2 Days Ago
merge from main
2 Days Ago
Applied PostIK to the updated SMG FX prefabs.