159,285 Commits over 4,566 Days - 1.45cph!

Today
Fixed pending item notice error (shows up when buying something from the marketplace terminal)
Today
Fixed bootstrap non interactable modal
Today
merge from fonts_optims
Today
Fixed missing font server log
Today
Skin viewer uses mip 0 always
Today
Attempt at making downloaded skins streamable like bundled skins Instead of uploading every mip to VRAM, we save the compressed mips RustNative builds to disk and let Unity stream them Needs our custom Unity because we can't make textures created by script streamable 13 skins downloaded, went from 210MB to 4.7MB VRAM (one skin in front of me at mip 0, same spot)
- Fix aim inconsistencies - Fix viewmodel not playing the right anims
Today
Monument blockers outside military tunnels now require explosives to break through, same as the ones in front of red card rooms
Today
exported warhead garage door anims
Today
merge from firstperson_turnanims
Today
Add turn in place anims for first person view. off by default and convared behind `turninplacefp` for now
Today
merge from headik_wounded_fix
Today
fix head ik looking weird while downed
Today
Add search bar
Scrap king skin texture progress / modified the layout to be slightly less busy
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
Merge from vcc
Yesterday
Update gamepad_manifest command to work in builds
Yesterday
Setup hot overlay and doublevision effect
Yesterday
Fix frost post effect to match BIRP
Yesterday
Actually make that readwrite
Yesterday
Change deferred light pass from WriteAll to Write
Yesterday
Merge from hemp_colour_swap
Yesterday
Added the settings option
Yesterday
Added an acessibility tool to swap the colour of hemp plants found in the wild (farmed Removed an unused LOD level from the hemp collectable
Yesterday
Merge from sprint_metabolism
Yesterday
Double calorie/fluid consumption when sprinting, controlled by server.sprintmetabolismscale (2 by default, set to 1 for legacy behaviour) Also added a missing partial to EffectRecycle
Yesterday
Fix distance flares getting (permanently?) stuck off sometimes
Yesterday
merge from fix_switch_ammo_reload -> main
Yesterday
Test to prove it's fixed
Yesterday
Fix guns with partial reloads (shotguns) not reloading all the bullets after switching ammo - example: 4 buckshot loaded, switch to slugs and it only reloads 4
Yesterday
Merge from SpiralStaircaseFix2
Yesterday
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Yesterday
Merge from SeedExtraction
Yesterday
Merge from icon_render_legacy_bindpose_fix
Yesterday
Workshop skin textures no longer keep a copy in RAM Downloaded skin textures were left readable, nothing used that copy 98MB -> 0MB RAM with 22 skins loaded ingame
Yesterday
Animator hash
Yesterday
Added support for a base melee to forward signals to a world animator, enabled on shears
Yesterday
reapplied berry extraction, undid another change I accidentally included i
Yesterday
merge from fonts_optims
Yesterday
Added 'Extract' option on berries to get seeds without having to eat the berries. 1 berry gives 1 seed.
Yesterday
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Yesterday
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Yesterday
Fixed our static font being set as readable The atlases are only in VRAM now, saves another ~42MB RAM
Yesterday
Fixed fonts duped in memory: - the interaction toast in bootstrap was using the non bootstrap version - TMP Settings was referencing Roboto which was pulling the entire chain Saves around ~60MB VRAM and ~30MB RAM
Yesterday
Add uploading of signs / sculptures / voicemails to our backend - simple retry: try 1x per minute, give up after 5x attempts
Yesterday
More tweaking
Yesterday
Apply the same hierarchy flattening from S2P on all prefabs in PrefabPreProcess (only at bundle time, skipped in editor by default) Fix some edge cases in the hierarchy flattening logic
Yesterday
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