140,883 Commits over 4,505 Days - 1.30cph!

Today
Update: codegen Tests: none
Today
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
Today
Clean: unify style, add comments Tests: none, trivial changes
Today
Merge from launchsiren
Today
Fixes
Today
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
Today
Clean: missed meta file deletion Tests: none, trivial change
Today
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
Tiles setup
Today
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
Today
Merge: from main
Today
icon transparency tweaks
Today
fixed pools, re-rendred glass ak icon with slight rotation tweaks
Today
Update: re-enable the feature for clients as well - add editor only RustNative_Editor - rewrapped the code behind UNITY_ASSERTIONS Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere
Today
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
Today
Skull Wall Torch - added final LOD0 and WIP textures
Today
Merge from medical_honey_bandage
Today
Merge from main
Today
Merge from steam_input
Today
merge from main
Today
adjusted berry collectable bushes to be more forgiving noticed that blue berry collectible had 2x more lod fields that were unnecessary and were also conflicting each other which may have caused it lod'ing too early all berry bushes have matching distances now
Today
VDF fixes
More UI WIP
Today
Customiser block out animation set
Today
viewmodel prefab update
Today
merge from darts_leaderboard_fixes
Today
Fix incorrect PoolBallData pooling
Today
pooling fix, enables pooling on thrown darts
Today
optimised world models for mp5, double barrel shotgun and both youtooz figurines all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped. - Skinned meshes: 24 -> 0 - bones: 16 -> 0 - Prefab SkinnedMeshRenderers: 14 -> 0 - LOD0 renderers: 7 -> 4 - Meshes: 25 -> 13 also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
Today
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
Today
Updating ammo script for glass ak to hide bullets based on ammo count
Today
merge from main
Today
merge from chainlink_fence_fix Feel free to stomp any monument changes coming from this branch
Today
S2P a bunch of monuments
Today
Added a tool to copy VDFs from/to project/steam locations
Today
Finally got a VDF working. Added the VDF source and also some extra debugging.
Today
merge from main, stomp a bunch of monument scenes
Today
Fix TryBindNavmesh not updating the cached navmesh
main -> character_customisation
boat_fuel_interaction_fix -> main
Today
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
Only show the boat fuel, start engine, stop engine options if you are a driver (to better line up with other vehicles in game)
Today
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
Merge from MonumentBlockers
Fix blocker mesh issues flagged by automated tests
Today
merged uppdated salvaged hammer 3p anims and override controller
Today
merge from militarytunnels_lightdup_fix
Today
S2P military tunnels
Today
merge from main, stomp mil tuns
Today
merge from non_critical_art_bugfixes_reapply