reporust_rebootcancel

126,704 Commits over 4,109 Days - 1.28cph!

10 Days Ago
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10 Days Ago
Electric Table Lamp - Blockout, initial prefab setup
10 Days Ago
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10 Days Ago
Buoyancy flow force can be disabled per instance.
10 Days Ago
Brought back videos to the home screen Setup backing images that turn on and off with blur etc when you move from home to play and vice versa
10 Days Ago
Implement new loading screen UI and warning message
10 Days Ago
Store URL navigation support
10 Days Ago
Updated gesture icons resolution
10 Days Ago
Gesture menu progress - Layout and style update - Locked gestures are spawned at the bottom of the list, with a button to jump in the store
10 Days Ago
Remote controlled (computer station) autoturrets using the minigun now require the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the turret stops spinning. - Some general code cleanup included - Performed in-editor functionality testing - Performed compile error checking
10 Days Ago
Autoturrets using the minigun now behave similar to how a player has to use them and do not spin constantly. The minigun starts idle not spinning and then when a target is found it will spin up before shooting. After shooting, 10 seconds without a target is needed for spinning to stop. Video of the new functionality: https://files.facepunch.com/jacob/1b0411b1/Unity_bwwHDhX2zx.mp4 - Makes use of new ITurretNotify code interface methods - Non-autoturret (player-held) functionality remains unchanged - Some general code cleanup included - Performed in-editor functionality testing - Performed compile error checking - Fixes to come for remote controlled autoturrets (computer station) using the minigun and Attack Helicopter attached miniguns
10 Days Ago
Add movement speed to armor information
10 Days Ago
Fix modal positioning on play page
10 Days Ago
missing return
10 Days Ago
Setup dropdowns on each tab group Animations on dropdown Prevent server browser soft mask fade from hiding a part of the regular scroll box view Fixed scrollview content pushing filter to the middle of the screen when drop downs are closed Prevent soft mask fade from hiding a part of the regular scroll box view Recreate server browser tab groups as prefabs
10 Days Ago
10 Days Ago
added batched water tracing and various supporting features - GamePhysics.UseBatchedWaterRays convar to disable for perf comparison, will remove eventually - NativeArray/NativeList expansion can optionally use power of two expansion - Added native-friendly query structures for TerrainHeightMap and ShoreVectors, can add more querying functionality as needed but keeping it lean for now - Modified test cases to be more lenient on float comparisons as Burst compilation introduces variance of around 1e-8 in position results on waves which is more than acceptable
10 Days Ago
host a server modal styling
10 Days Ago
Server browser filter section now starts at the top of the filters
10 Days Ago
ghost ship interior progress
10 Days Ago
Fix search bar close button being offset to the right when clicking
10 Days Ago
Feedback changes
10 Days Ago
Fixed the refresh buttons pixot being offset
10 Days Ago
merge from main
10 Days Ago
pilot hazmat pack sitem and skins , placeholder prefabs for skinned items
10 Days Ago
Added Medical Trolley Prop Prefab, Textures and Models Setup Medical Trolley Prop Materials, LODS and Colliders
10 Days Ago
Change UI sounds and fix NRE when deployed in third person
10 Days Ago
prefab host server modal
10 Days Ago
Add Lowered property for anchor. Raise/lower radial interactions. Basic cancelling out of thrust when anchored.
10 Days Ago
Animations and Server browser tabs
10 Days Ago
Anchor prefab/script setup. Manifest.
10 Days Ago
Resolved SpinUpWeapon Animator warning when Minigun is put into a turret and not active/enabled yet
10 Days Ago
Update Gesture icons to 512x512
10 Days Ago
When weaving SyncVars it was possible for the threaded ILPostProcessor to be trying to access a dependency DLL at the same time as another thread. Going to use Mirrors ILPostProcessorAssemblyResolver which uses ConcurrentDictionaries and retry + wait behavour to get around any Windows file locks. Minor modifications to ILPostProcessorAssemblyResolver, slot in with out existing code. Editor + Build
10 Days Ago
Bugfix: BaseRaidBench - audio no longer missing This aligns it with running from game menu, so standalone editor runs now also struggle under AudioManager lag. Tests: ran scene + ran `benchmark BaseRaidBenchmark` from game menu
10 Days Ago
Anchor boiler
10 Days Ago
Fix scientists looking at your feet instead of your head
10 Days Ago
merge from minigun_3p_fix
10 Days Ago
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10 Days Ago
Update: editor benchmarking runs now consistently set benchmarking flag Tests: ran RaidBenchScene in isolation and all bench scenes in series - no exceptions
10 Days Ago
Update: add BaseRaidBench to the benchmark scene list Tests: ran the benchmark command - it did execute my scene, but also started lagging as heck
10 Days Ago
Update: BaseRaidBench - set batched mode as default for scene
10 Days Ago
Update: BaseRaidBench - restore global state at the end of the benchmark Tests: ran the scen
10 Days Ago
merge from main
10 Days Ago
Fix some issues running the editor using bundles instead of repo assets
10 Days Ago
Server browser design clean up
10 Days Ago
Merge from parent
10 Days Ago
Merge from main
10 Days Ago
Merge from main
10 Days Ago
merge from main