126,704 Commits over 4,109 Days - 1.28cph!
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall
Test: projectile tests all still passing
snapping_improvements_3 -> main
General snapping changes to computer station and rivals desk
Medical syringe animation update - inject self
Bugfix: BaseRaidBench - ensure weapons fire right projectiles
- Also reset cooldowns between runs
Tests: ran the scene
Remove new snapping from large planter
Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
Fixed skin viewer not resetting loaded skin before applying another one
Small cleanups left over from a failed experiment
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
patrol_heli_crash_fix -> main
main -> snapping_improvments_3
Update: BaseRaidBench - add support for multiple run configurations
- Also remote players now have id in their game object names for easier debug
- Fixed a bug with accumulating frame counter (:ops: #2)
- Updated subtitle display to see what's running
There's a burst-related NRE that gets picked up, but it's not directly related to benchmark.
Tests: ran the scene
main -> patrol_heli_crash_fixes
Fixed missing scripts on loading screen prefab
- Added the Rust Render Pipeline package to start testing it within the main project.
- Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
Missing tag on pressed calls
Further basic cannon functionality for prototype/playtest purposes:
Add basic hold-to-reload radial menu behaviour to cannons.
4 second reload duration.
Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
Rug variants for floating cities
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merge from nametag_clipping_fix
Move useJobs into client code
rpg viewmodel anims updated
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merge from centralized_mutes
merge from spraycan_infiniteammo
merge from no_build_zone_height_visual
merge from reenable_scrappy_damagefx
merge from autosave_paintings
merge from nametag_clipping_fix
Resolve merge UI conflict
Merge from parent (with UI conflict)
UI prefab update before fixing merge conflicts
fixed legacy gate missing damage volume
Update: BaseRaidBench - record run name in results
Next up to setup variable-player runs.
Tests: ran the scene
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
Merge from viewmodel_workshop_fix
Fixed guitar rendering twice in workshop skin uploader
Add Workshop editor to the scene loader
Fixed ViewmodelCameraAnimation running incorrectly in this scene (completely disabled now)
Adjust shadow fade transition
Merge from trimmed_asset_warmup/scene_warmup
Add graphics.allowThreadedTextureCreation convar (default true) so we can test with threaded texture creation disabled