144,214 Commits over 4,413 Days - 1.36cph!

17 Days Ago
Add upkeep terminal to medium apartment so there is a place to store scrap for upkeep (rather than it magically taking it out of a chest) and see how much your daily upkeep (rent) is
17 Days Ago
Swap the small apartment from the loot crate prefab to a small wooden box so it has something to store items
17 Days Ago
Fix issues with camera reset lerp
17 Days Ago
merge from efurnace_emission_fix
17 Days Ago
workshop and emission toggle HDR potential fix (for efurnace)
17 Days Ago
Added new input system package
17 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
17 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
17 Days Ago
Tone down the emoji scale
17 Days Ago
Fix emoji picker being hidden underneath the stats menu
17 Days Ago
- FIx emoji overlay being offscreen - FIx emojis not being rendered correctly in the shop name input box
17 Days Ago
Fix sold out being shown when entering a buy amount greater than the amount inside the machine
17 Days Ago
Fix dragging item being stuck on the screen when closing the vending admin UI
17 Days Ago
merge main -> rust_relay_server
17 Days Ago
Fix existing sell order on modify clicked NRE
17 Days Ago
Add support to seperate different skins into seperate vending listings. Eg you can sell a skinned ak in a different listing than a regular AK. This is optional and can be toggled on a machine by machine basis in the new UI.
17 Days Ago
Updating heavy plate armour skinning
17 Days Ago
setup AK to use flatback charms, setup backpack with flatback variant
17 Days Ago
pooltable_and_dartboard_models -> game_room_dlc
17 Days Ago
main -> game_room_dlc
17 Days Ago
Updating knight armour helmet skinning
17 Days Ago
move missing file
17 Days Ago
Merge from main
17 Days Ago
merge from tincanalarm_v2
17 Days Ago
Cant open tin can alarm when building blocked
17 Days Ago
Removed unknown region log spam in editor
17 Days Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
17 Days Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
17 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
17 Days Ago
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
17 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
17 Days Ago
Merge from main
17 Days Ago
Merge from main
17 Days Ago
merge from automated_testing
17 Days Ago
Merge from industrial_crafter
17 Days Ago
Craft speed multiplier fix. Pool fix
17 Days Ago
Cleanup
17 Days Ago
add engineer reinforced upgrades
17 Days Ago
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
17 Days Ago
Optimised test runner window OnGUI stack Editor test runs are faster
17 Days Ago
adding an industrial crafter test setup save
17 Days Ago
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
17 Days Ago
17 Days Ago
custom editor for attachments to help joint config
17 Days Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
17 Days Ago
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
17 Days Ago
Made the LODBakerTest script compatible with the new Bake functions arguments
17 Days Ago
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
17 Days Ago
updted upgrade placements for engineer and workbench tier 1
17 Days Ago
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly