134,528 Commits over 4,293 Days - 1.31cph!

7 Months Ago
Fix underwater dwellers spawning while scientist_spawners_enabled is false
7 Months Ago
Fixed another way of transferring items into containers that are marked PlayerItemInputBlocked
7 Months Ago
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7 Months Ago
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7 Months Ago
Fixed bandit town softcore spawn point appearing in primitive mode S2P bandit town
7 Months Ago
Fixed mission provider name not appearing on map in outpost Compound S2P
7 Months Ago
Hook up learn more about rust plus Setup safe url open Connect to server button set active false
7 Months Ago
Wire up new session page. Seperate out connection modal parts. Remove a bunch of unneeded stuff for the session page.
7 Months Ago
Hide friends menu names when in streamer mode
7 Months Ago
Fix static respawn zones not saving
7 Months Ago
snap_deployables -> main
7 Months Ago
Slightly increase the bounds of furnaces and shelves so they can be used with snapping
7 Months Ago
Hide party invite pop-up if accepting invite inside the friends menu
7 Months Ago
Setup new menu option for deployable snapping modes
7 Months Ago
Much cleaner wall snapping behaviour Setup custom corner padding on each deployable (set up large box)
7 Months Ago
Fixed vine visual stopping animation if a vine swing was started less than 2s after the last vine swing
7 Months Ago
Subtract 123923
7 Months Ago
Give warning when party invite is sent to non-friend indicating it will likely be blocked
7 Months Ago
Merge from main
7 Months Ago
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
7 Months Ago
Fixed small wooden box not casting shadows
7 Months Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
7 Months Ago
Fix party invite from friend menu when accepting invite via party invite popup
7 Months Ago
Brightness tweaks.
7 Months Ago
Further iteration
7 Months Ago
support live edit of biome fog shore distance falloff in editor
7 Months Ago
7 Months Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
7 Months Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
7 Months Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
7 Months Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
7 Months Ago
Revert execution order changes
7 Months Ago
Revert compute changes
7 Months Ago
Revert script changes
7 Months Ago
Revert prefab changes
7 Months Ago
Revert package changes
7 Months Ago
Revert platform changes
7 Months Ago
Merge from manual_anchor
7 Months Ago
Revert changes to shader includes
7 Months Ago
Reverted changes to supported shaders
7 Months Ago
Revert changes to ProjectSettings
7 Months Ago
More work on railings and stairs for floating walkways
7 Months Ago
merge from main
7 Months Ago
merge from main
7 Months Ago
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
7 Months Ago
fix server compile
7 Months Ago
some more progress on the manual anchor
7 Months Ago
.mat changes
7 Months Ago
New inventory crafting modal + generic modal component