129,619 Commits over 4,201 Days - 1.29cph!

2 Months Ago
Interaction toast now has an extended area which displays the kick or error reason over multiple lines rather than just a single line https://files.facepunch.com/ianhenderson/1b2111b1/Unity_TqrkJwDgsd.png
2 Months Ago
rpg blockout mesh
2 Months Ago
Merge: from texttable_allocs - Update: TextTable now can be directly pooled and supports using-dispose pattern - Bugfix: no more NRE on inspecting text table in debugger/evaluating twice Tests: unit tests + executed a bunch of console commands multiple times
2 Months Ago
Clean: fix formatting of debug.cs again Tests: none, trivial change
2 Months Ago
Merge: from main Gotta fix debug.cs formatting again Tests: compiles in editor
2 Months Ago
Update: converting the rest of TextTable uses to explicit pooling form That's final ones Tests: ran a bunch of commands couple times
2 Months Ago
Added tripod spotlight
2 Months Ago
Interaction modal buttons will scale to fill whatever room is left
2 Months Ago
Clean: fix borked formatting in debug.cs Tests: none, trivial change
2 Months Ago
Update: convert to explicit pooling all of ConsoleCommands Accounts for about 50% of text table usage Tests: ran a bunch of commands a couple times
2 Months Ago
Merge from Naval_Update
2 Months Ago
merge from main
2 Months Ago
Codegen again
2 Months Ago
Update: modify one test to validate ShouldPadColumns resetting Tests: ran the updated test
2 Months Ago
merge from missing_native_resetstaticfields_fix
2 Months Ago
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
2 Months Ago
Merge from main
2 Months Ago
Rebuilt phrases
2 Months Ago
Update: rewrite TextTable to use pooling explicitly and support using pattern - updated unit tests I'll need to modify all 102 places we have in code to use pooling explicitly Tests: ran unit tests
2 Months Ago
Restored mannequin protobuf Codegen
2 Months Ago
merge from main
2 Months Ago
Deleted Old Ship Spinning Radar Blockout Models
2 Months Ago
Fixed server compile error caused by an unwrapped using UnityEditor statement
2 Months Ago
Added Ship Spinning Radar Prop Model and Textures Setup Ship Spinning Radar Prop Materials, Prefabs, LODS and Colliders
2 Months Ago
Merge from render_pipeline_testing
2 Months Ago
Merge from main
2 Months Ago
main -> naval_update
2 Months Ago
server compile fix for mil_tunnel_terrain_ignore_fix2
2 Months Ago
Fixed server compile errors for new decal and environment volume render passes
2 Months Ago
main -> naval_update
2 Months Ago
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2 Months Ago
merge from oilrig_remove_static_oil_barrels
2 Months Ago
merge from refinery_gib_fix
2 Months Ago
merge from nvg_clothing_fix
2 Months Ago
merge from mil_tunnel_terrain_ignore_fix2
2 Months Ago
merge from abyss_storage_fix_aug25
2 Months Ago
merge from hardcore_commands
2 Months Ago
merge from bag_respawn_invis_fix
2 Months Ago
merge from terrain_hole_nametag_fixes_2/fix_glass
2 Months Ago
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2 Months Ago
Added new properties serialized on the DecalsRendererFeature
2 Months Ago
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2 Months Ago
spotlight tripod model
2 Months Ago
Merge from main
2 Months Ago
Merge from remove_hierarchyutil
2 Months Ago
merge from deep_sea/networking -> deep_sea
2 Months Ago
Make single method to get all passengers: mounted in seats or standing on the boat parented - ensures players standing on tugboat get shown a respawn screen
2 Months Ago
Islands do not use MoveToDeepSea, they don't have to