135,776 Commits over 4,293 Days - 1.32cph!

7 Months Ago
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
7 Months Ago
remove twitch drops and weekly skin old files
7 Months Ago
clarified water trace setup
7 Months Ago
Added toolbar extender
7 Months Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
7 Months Ago
snapping_improvements_3 -> main
7 Months Ago
General snapping changes to computer station and rivals desk
7 Months Ago
Medical syringe animation update - inject self
7 Months Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
7 Months Ago
Remove new snapping from large planter
7 Months Ago
Merge from main
7 Months Ago
Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
7 Months Ago
Fixed skin viewer not resetting loaded skin before applying another one
7 Months Ago
Small cleanups left over from a failed experiment
7 Months Ago
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
7 Months Ago
patrol_heli_crash_fix -> main
7 Months Ago
main -> patrol_heli_crash_fixes
7 Months Ago
Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene
7 Months Ago
main -> snapping_improvments_3
7 Months Ago
Fixed missing scripts on loading screen prefab
7 Months Ago
- Added the Rust Render Pipeline package to start testing it within the main project. - Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
7 Months Ago
Missing tag on pressed calls
7 Months Ago
Further basic cannon functionality for prototype/playtest purposes: Add basic hold-to-reload radial menu behaviour to cannons. 4 second reload duration. Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
7 Months Ago
merge from main
7 Months Ago
Rug variants for floating cities
7 Months Ago
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7 Months Ago
merge from nametag_clipping_fix
7 Months Ago
Move useJobs into client code
7 Months Ago
rpg viewmodel anims updated
7 Months Ago
merge from centralized_mutes
7 Months Ago
merge from spraycan_infiniteammo
7 Months Ago
merge from no_build_zone_height_visual
7 Months Ago
merge from reenable_scrappy_damagefx
7 Months Ago
merge from autosave_paintings
7 Months Ago
merge from nametag_clipping_fix
7 Months Ago
Resolve merge UI conflict
7 Months Ago
fix server compile
7 Months Ago
Merge from parent (with UI conflict)
7 Months Ago
UI prefab update before fixing merge conflicts
7 Months Ago
fixed legacy gate missing damage volume
7 Months Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
7 Months Ago
Merge from main
7 Months Ago
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
7 Months Ago
Merge from viewmodel_workshop_fix
7 Months Ago
Fixed guitar rendering twice in workshop skin uploader
7 Months Ago
Merge from main
7 Months Ago
Add Workshop editor to the scene loader Fixed ViewmodelCameraAnimation running incorrectly in this scene (completely disabled now)
7 Months Ago
Adjust shadow fade transition
7 Months Ago
Foliage assets bake
7 Months Ago
Merge from trimmed_asset_warmup/scene_warmup