reporust_rebootcancel

138,867 Commits over 4,352 Days - 1.33cph!

Today
merge from main
Today
merge from render_pipeline_testing
Today
fix error spam and water going invisible from water body mesh being null
Today
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Today
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Today
Merge from main, lots of conflicts All merged successfully except for syringe, used the version from main as that was recently updated PlayerAnimation controller merged automatically, will need verifying
Today
Added swimming sound events
Today
Added locomotion footstep sound events
Today
merge from main -> deep_sea_sleeping_bag
Today
Bugfix(tests): ProjectileTests now pass - Skip god mode overlay setting for local player in tests - explicitly enable main shield collider after spawning Tests: ran ProjectileTests unit tests
Today
Bunny ears and onesie show in conveyor filters
Today
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Today
Scale down waterwheel 80% to fit in 1x1
Today
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Today
merge from main
Today
Remove mounted check
Today
fix scale not working on prefab deploy guides
Today
wip
Today
don't overly downsample shadow map for vfog
Today
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Today
merge from world_serialization_high_compression
Today
Fixed flickering being broken.
Today
merge from Armored_ladder_hatch
Today
fix name collision in maintaining backwards compat
Today
Fix deep sea icon not assigned to sleeping bag button prefab
Today
B, C, D and E consistency pass.
Today
Scene backup
Today
Hooked up fishing anims in main player animator
Today
More fluors.
Yesterday
Bowless Crossbow - first viewmodel iteration
Yesterday
Reduced brick size on Kiosk F. Added shutters for rentable shop A, D, E, F (wip)
Yesterday
setting up salvaged hammer refresh viewmodel prefabs/animations
Yesterday
merge rust_relay_server -> main
Yesterday
Bugfix(tests): fixup ServerProfiler tests that are sensitive to type hierarchies - release binaries from a496e80e Tests: ran ServerProfilerTests
Yesterday
merge main -> rust_relay_server
Yesterday
Merge from improved_network_groups
Yesterday
Add additional logging for websocket connection
Yesterday
Bug fixes for checking visibility across different network group layers when they have different cell sizes
Yesterday
Buildfix(tests): all modes compile Tests: clicked through all modes
Yesterday
Clean(tests): rest of Assembly-CSharp-Editor.dll tests restructure Just gotta make sure all platforms build and check if unit tests pass Tests: none
Yesterday
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Yesterday
Audio file changes and added inventory sounds
Yesterday
merge from new_console-ui
Yesterday
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Yesterday
Scene backup. Related light materials tweaks.
Yesterday
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Yesterday
Merge from worldpositiongenerator_optimise_2
Yesterday
Rename timewarning sample name
Yesterday
Merge: from main
Yesterday
merge from new_console-ui