142,961 Commits over 4,383 Days - 1.36cph!

Today
Apartment penthouse brick walls - WIP and material exploration
Today
apartment lights collision added
Today
apartment lights lods update
Today
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Today
Replace tabs in spawn.report output (they confuse the new console)
Today
merge from unity_6.3.11/new_inputsystem/tmp_update
Today
added prefabs for empty states for tier 2 updated tier3 fbx matertial settings
Today
fixed missing mesh in prefab
Today
tier 2 workbench empty states for upgrade parts + empty state for when theres no upgrades + updated tier 2 fbx
- Fix connections potentially being added more than once in RpcTarget.FromFlags - Fix spectated player name and health text being invisible when spectating in third person - Add LocalPlayer.GetLocalOrDemoPlayer() to cleanup some usages for retrieving the local player. Consequently fixed a few incorrect usages of GetLocalOrSpectatePlayer()
Today
mannifest and skins
Today
updated tier2 workbench fbx import settings fixed defence upgrade position
Today
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Today
apartment complex scene update, more refinement around playground area playground sandboxes and border meshes + prefabs
Today
merge from main
Today
3p jump north anim edit
Today
Initial filler visuals implementation
Today
matched holster positions to main for fishing rod,pickaxe ,diver hatchet/pickaxe, hml, salvaged hammer/icepick
Yesterday
fixed positions for visuals
Yesterday
Restored base option slider prefab content type All the slider using decimal in MenuUI2_Settings need to be changed, but im not gonna do this here because of the merge hell
Yesterday
Fixed TmProEmojiRedirector following new TMP_InputField optims
Yesterday
reorganised tier 1 so fbx's live in models folder added empty states for each workbench upgrade for progressive upgrades this preserves original visuals whilst allowing for upgrade placements. updated stripped back tier 1 workbench
Yesterday
Apply similar rounding to recycle bin effect as the recycler, to calculate nice chance of refund
Yesterday
Merge: from objectworkqueue_valuetype_allocs - Optim: eliminate allocs from value types used in ObjectWorkQueue. Needs manual changes to be eneabled Tests: none, trivial change. Checked IL
Yesterday
missed couple of texture files
Yesterday
WIP on penthouse apartment carpets, walls to test layer blends, textures, decals, etc
Yesterday
Hooked kiosk poster sign textures back up
Yesterday
update manifest
Yesterday
updated protorype icon and .item prefab to link to proper icon now
Yesterday
Removed obsolete kiosk blockouts
Yesterday
Compile fixes
Yesterday
Restored blockRectTransformChange in TextMeshProUGUI, used by ItemPickupNotice
Yesterday
Restored FixCaret because looks like its still needed
Yesterday
added first pass of rentable kiosk c
Yesterday
Shaders update, stripped mobile and sprite shaders we dont need
Yesterday
Merge from main
Yesterday
merge from automated_testing
Yesterday
Moved up if DEBUG in TestRunner.Pipeline, TestRunnerWindow, TestMemoryCell and TestSolarPanel
Yesterday
Removed NUnit refs in TestPlayerBoat and RHIB
Yesterday
Adding / moved #if DEBUG in a few automated tests (Unity 6 server build failure tests)
Yesterday
Relinked third parties using the TMP assembly
Yesterday
Removing -quit param for unity test method to allow async tests to run properly.
Yesterday
merge from main
Yesterday
merge from automated_testing
Yesterday
Quit the editor once the test pipeline run is done (the method is async so we cant use -quit)
Yesterday
Merge from main
Yesterday
merge from toolbar_fixes
Yesterday
Remove toolbar settings, toolbars are now be toggled through unity's new drop down so this whole thing is obsolete