142,734 Commits over 4,383 Days - 1.36cph!

Today
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
Today
merge from main
Today
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
Today
Update(tests): add TestMovePlayer - bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer - added more docs to StableObjectArray Tests: ran new unit test
Fix suggestions holder overriding the selling item everytime for no reason
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
Use hud input instead
Prevent clicking in a vending entry input field from using a hotbar weapon
Today
merge from lightfixture_refresh_recovery
Today
merge from custom_item_fixes
Today
created and added gibs for protoype and defensive upgrades - updated visual prefabs
Today
Fix custom item icons / names not getting preserved when splitting a stack of items Prevent items with different custom icons / names from stacking together Fix regular icon being used instead of custom when dragging item from the splitter UI
Merge from main
Today
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player
Today
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
Today
io table too
Today
added gibs for accelerated and range upgrades added collision for accelerated, range, defensive and prototype
Today
Updating skinning for shorts
Today
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
Yesterday
Setup remaining item->visual links
Yesterday
Updating tank top skinning
Yesterday
Updating skinning for male underwear
Yesterday
merge main -> rust_server_relay
Yesterday
merge from main
Yesterday
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
Yesterday
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Yesterday
Added an example OneShotAnimationSubSystem for handling event driven animations
Yesterday
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
Yesterday
Added a TwoAnimBlend example
Yesterday
Add general fade in/out support
Yesterday
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
Yesterday
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
Yesterday
Industrial Autoturret - GIBs, icon, prefab setup
Yesterday
- Fixed mortar UI not scaling with wide screens - Removed mounted protection from mortars - Fix mortar shells LOD culling - Space out sockets to fix handle hanging off edges + being able to shoot through walls. - Play other fire impact vfx - Fix mortar handle clipping into ground (because it length is now controlled by the animator)
Yesterday
Merge from elevator_fixes_apr_26
Yesterday
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Yesterday
Allow elevator cables to update while offscreen
Yesterday
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Yesterday
added and created lods for both prototype and defensive upgrades. updated visual prefabs
Yesterday
updated placements for prototype and defensive upgrades on each tier including engineer workbench. Adjusted shelving on engineer workbench to accomodate prototype upgrade
Yesterday
Merge from heldentity_preprocess_fix
Yesterday
Fix NRE in HeldEntity.PreProcess
Yesterday
Merge from 3p_spectator_improvements
Yesterday
Merge from main
Yesterday
Teleport players back into their rooms (if possible) instead of killing them after being disconnected for >20m in the apartment safezone - will still show warning when logging out but worth giving them a chance since players will spend more time inside apartment safezone - assign the apartment complex to the safezone during startup
Yesterday
Add teleport anchors to the apartment rooms
Yesterday
Added some self checks in launcher DLLs * Probing for potential issues with deep install locations, maybe this is why some clients can't init CEF on game launch? * Bumped PATH buffer in the launcher DLLs Many minor cleanups More cleanups Added some bounds checks to networking code
Yesterday
defensive and prototype upgrade mesh and wip textures added
Yesterday
Fix upkeep calculations not being correct & persist reference to terminal across restarts
Yesterday
Remove 'if !CLIENT' region that caused the snapshot command to not work in the editor