146,593 Commits over 4,444 Days - 1.37cph!

Today
Fixed a steam DLC and Frontiersman full screen store pages background being set as a texture instead of sprite They arent loading since Unity 6 because they're part of a spriteatlas
Add editor shortcut for selecting prefab root asset from a selected prefab instance
Today
Don't recent the targeting area on the final impact location when position is calculated, keep it at the last target location. Instead, show a map debug icon at the exact final location for testing.
Today
Fixed keybind reset button not working
Today
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Today
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Today
convert sculpting controller to us InputSystem
Today
Generic popup button size tweaks
Today
Restored save loadout popup
Today
Split EvaluateCrashSpot into sub functions ready for further changes. Add profiling to each.
Today
Merge from main
Today
merge fixes
Today
Move cheaper check up
Today
Prefab and COL for first, undamaged state of industrial barricade
Today
merge from christmas2025_DLC/ice_sculptures for code changes
Today
Add debug logging behind a convar for satellite crash location calculations
Today
Merge from main
Today
Metas galore
Today
merge from main
Today
Merge: from main Need to rebuild Rust.SourceGenerator
Today
Merge from main
Today
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Today
merge from m16a2 (empty magazine reload animation)
Today
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Today
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Today
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
Today
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Today
Merge from apartment complex to bring work over
Today
WIP on industrial barricades before switching branches
Today
apartment complex s2p
Today
deploy updates on 3p animation content
Today
merge from PlayerRigUpdate2
Today
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Today
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
Today
Applied the new melee weapon subsystem to the diver torch The skull torch was a variant so it was already using the new subsystems Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem) TODO: remove corresponding states and parameters on the player animator
Charity plushies setup
Yesterday
Merge from main
Yesterday
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
Yesterday
Show time remaining for rent in the vending machine storage loot panel
Yesterday
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
Yesterday
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
Yesterday
Fixed wanted posters clearing the name when entering the deep sea
Yesterday
Simplified the "Deployable Snapping" dropdown to just two buttons
Yesterday
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
Yesterday
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
Yesterday
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen
Yesterday
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
Yesterday
RRP contact shadows
Yesterday
Cleanup prefab path
Yesterday
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