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123,855 Commits over 4,171 Days - 1.24cph!

11 Months Ago
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11 Months Ago
Orientation fix on catapult
11 Months Ago
Fixed catapult hierarchy
11 Months Ago
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11 Months Ago
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
11 Months Ago
LS - changed a pallet placement in factory side room
11 Months 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
11 Months Ago
Friends List and button
11 Months Ago
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11 Months Ago
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11 Months Ago
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
11 Months Ago
Better vislog for cover debugging
11 Months Ago
11 Months Ago
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11 Months Ago
merge from dive_mission_range_increase
11 Months Ago
fixed water on billb test map
11 Months 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
11 Months 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.
11 Months 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
11 Months Ago
Fix pillar covers not handling a non-zero rotation
11 Months Ago
added a building topology ring around oases to block rail/roads coming too close
11 Months Ago
dpv compile fix
11 Months Ago
merge from main
11 Months Ago
merge from wallpaper
11 Months Ago
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11 Months Ago
merge from dive_mission_range_increase
11 Months Ago
merge from divesite_tip_fix
11 Months Ago
merge from dpv_fixes
11 Months Ago
merge from emptytoasterror_fix
11 Months Ago
merge from main
11 Months Ago
radtown s2p
11 Months Ago
radioactive water surface border fix
11 Months Ago
re-applying rock changes to cave_medium_hard and cave_small_hard
11 Months Ago
11 Months 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
11 Months Ago
1P volumetric tests Updated cookie
11 Months Ago
11 Months Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
11 Months Ago
Merge from main
11 Months Ago
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11 Months Ago
Iterate on cover and peeks
11 Months 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
11 Months Ago
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11 Months 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
11 Months Ago
Colour adjustments and detail additions to catapult
11 Months Ago
accidental doubling up of waterflow generation for rivers
11 Months Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
11 Months Ago
Added arted-up catapult model, materials, and textures. Some tweaks pending.
11 Months Ago
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11 Months Ago
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