reporust_rebootcancel

102,211 Commits over 3,744 Days - 1.14cph!

More hill cliff progress / improved cliff shapes / scaled cliffs down
Today
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Today
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Today
Added variable relief sample count based on shader quality level
Today
Fixed disp/height map detection in material inspector
Today
Codegen
Today
Optimize entity menu codegen to reduce memory usage * Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes) * Cache the phrases instead of allocating every time they can display
Today
wire material setup and thickness
Today
tincanwire mat and materials (need to work out uvs)
Today
Radtown S2P
Today
Merge from main
Today
Various lighting related prefab stuff. Road cone transmission texture.
Today
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
Today
Add some structure to wolf behaviour code
Today
Wire deployable on the Deployed layers
Today
Tin can alarm deployable anywhere in monuments Removed collisions with players
Today
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Today
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
Today
Tin can alarm art implemented
Today
deploy model for tin can alarm
Today
split off cans with their own pivot
Today
Merge from main
Today
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
Today
tin can alarm art, lods, gibs, art prefab setup
Seperated parenting volumes for above and below
Today
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
Today
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
Today
merge from main
Yesterday
Update: Constraining Pool.Free - Step 2 * Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads * Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL) * Changed StreamBuffer overload to be a FreeUnmanaged overload Tests: built all targets in unity
Yesterday
Merge main
Yesterday
Lowered vehicle parenting volume
Yesterday
merge from Blend4Way double sided
Yesterday
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
Yesterday
rock formation prefabs (sea) radius and fade improvements
Yesterday
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it. Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion. Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
Yesterday
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
Yesterday
Wire deployable on trees Minor placement fixes Cleanup
Yesterday
weekly skins materials
Yesterday
Models and materials folders
Yesterday
propagated the latest changes into procmap stack
Yesterday
Commit missing change from private to public
Yesterday
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
Yesterday
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Yesterday
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Yesterday
Added first pass win and lose anims - currently not hooked up to minigame
Yesterday
Merge from main
Yesterday
Merge from fishing_full_inv_fix
Yesterday
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
Yesterday
Added RPS icon for gesture wheel. Updated UI to match new designs.