reporust_rebootcancel

106,688 Commits over 3,836 Days - 1.16cph!

4 Hours Ago
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4 Hours Ago
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore. https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
5 Hours Ago
Cookie mipmap glitch fix
5 Hours Ago
new cookie & volumetrics on all projectors fixed consistency between 1p and 3p
5 Hours Ago
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6 Hours Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
6 Hours Ago
- Adjusted Bradley spline height. - Check how close before you enter
Today
merge from flow_vector_field
Today
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
Today
Improve cover selection and debug, fix some objects not blocking the trace
Today
Added catapult test meshes for Flavien
Today
Siege tower constructable tweaks
Today
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
Today
corrected offset of dpv mounting bounds check
Today
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Today
Orientation fix on catapult
Today
Fixed catapult hierarchy
Today
merge from main (105767)
Today
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Today
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
Today
LS - changed a pallet placement in factory side room
Today
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
Friends List and button
Today
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Today
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Today
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
Today
Better vislog for cover debugging
Today
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Today
merge from dive_mission_range_increase
Today
fixed water on billb test map
Today
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
Today
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.
Today
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
Today
Fix pillar covers not handling a non-zero rotation
Today
added a building topology ring around oases to block rail/roads coming too close
Today
dpv compile fix
merge from main
Today
merge from wallpaper
Today
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Today
merge from dive_mission_range_increase
Today
merge from divesite_tip_fix
Today
merge from dpv_fixes
Today
merge from emptytoasterror_fix
Today
merge from main
Today
radtown s2p
Today
radioactive water surface border fix
Today
re-applying rock changes to cave_medium_hard and cave_small_hard