225,979 Commits over 3,714 Days - 2.54cph!

3 Months Ago
Fixed IconRender scene requiring craggy to be loaded previously for proper lighting
3 Months Ago
Removed useless logs
3 Months Ago
Re-enabled pooling
3 Months Ago
updated brick_single_a2 blend
3 Months Ago
Downloading dragged assets easier to see
3 Months Ago
added carpet_e floor mat updated mapping size for plywood_hs corrected mat group texture for counter_crn_01 updated artdev scene + map for apartments continued lookdev for apartment interiors
3 Months Ago
added plaster_j1
3 Months Ago
Fixed NRE issues with boat vendor
3 Months Ago
Add .sln to default gitignore
3 Months Ago
Apply scale to Prop gibs
3 Months Ago
Fix errors
3 Months Ago
Rating service
3 Months Ago
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3 Months Ago
Generating points on the fly instead of caching them Fixed a few edge cases when snapping from one wall to another Restricted to walls
3 Months Ago
Check for non uniform scale properly
3 Months Ago
Approximate hull for sphere collider when it has non uniform scale https://files.facepunch.com/layla/1b2511b1/sbox-dev_cEmmJpViho.mp4
3 Months Ago
Leaderboard backup, run #9868
3 Months Ago
Gimzo -> Gizmo
3 Months Ago
Pass prefab import context into DoPrepare but didn't end up speeding up imports or builds
3 Months Ago
Apply `IDoPrepare` interface to all components with the reflection "DoPrepare" Change `Rust.Editor.ForceLabel()` to not save the asset (you can't save to disk when importing) Remove all "SavePrefabAsset()" calls inside `DoPrepare()` methods Remove all `SetDirty()` calls inside `DoPrepare()`
3 Months Ago
See if we can skip the "PreparePrefabs" part of build process by moving prefab processing from build step -> import step - add AssetPostprocessor to call "DoPrepare" methods while assets are being imported - add IDoPrepare interface to replce the reflection based method
3 Months Ago
Change nudge shortcut to Alt+ (blocks text input otherwise)
3 Months Ago
Add "op_ui_objectives_force" Implement InventoryContainerPanel/Slot, layout grid and non-grid inventories https://files.facepunch.com/tony/1b2411b1/sbox-dev_heTLhXRngc.png
3 Months Ago
Build runtime models ray trace objects with mesh collision data, this makes more sense for now and doesn't fuck up triangle order when you want multiple materials
3 Months Ago
Add arrow key nudging to scene menu https://files.facepunch.com/layla/1b2411b1/sbox-dev_jsu3UScQxU.mp4
3 Months Ago
Add IMaterialSetter for material drops UseRenderMeshes for material drops as they don't care about tags
3 Months Ago
Comments test
3 Months Ago
Can filter packages by contest:{contestid} List contest entries Randomize entry list GetPackage speed up Fix code highlight Filter contest entries properly
3 Months Ago
Component editor
3 Months Ago
Why does SerializedProperty have 4 virtual methods to get attributes? Fixed SerializedList.Parent
3 Months Ago
Notifications foundation
3 Months Ago
Leaderboard backup, run #9844
3 Months Ago
Flame jet iteration
3 Months Ago
tutorial end cinematic mixdown tweak
3 Months Ago
Partial revert of 93310 to re-enable 3D skin views when item store is used while in-game
3 Months Ago
Fixed issues lignting with store when in-game
3 Months Ago
merge optimize_build_generate_manifest -> main (test if it makes a difference)
3 Months Ago
Apply `AssetDatabase.StartAssetEditing()` to the entire "Update Game Manifest" instead of just "Prefab Prefabs"
3 Months Ago
Make these functions more readable
3 Months Ago
Finished harbor 1 dressing
3 Months Ago
Reserialized materials
3 Months Ago
Gib explosion
3 Months Ago
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3 Months Ago
Gib death alternative
3 Months Ago
Clear velocity on respawn
3 Months Ago
Fill items on the last row of the abyss pack
3 Months Ago
Close takeover screen when clicking anything off of it Force scroll to top on takeover screens cause they keep auto scrolling down a bit when editing prefabs
3 Months Ago
Tweaks
3 Months Ago
Add light test scene to main menu
3 Months Ago
Split items into two rows for lumberjack takeover