142,711 Commits over 4,383 Days - 1.36cph!

10 Months Ago
Medical syringe animation update - inject self
10 Months Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
10 Months Ago
Remove new snapping from large planter
10 Months Ago
Merge from main
10 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)
10 Months Ago
Fixed skin viewer not resetting loaded skin before applying another one
10 Months Ago
Small cleanups left over from a failed experiment
10 Months Ago
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
10 Months Ago
patrol_heli_crash_fix -> main
10 Months Ago
main -> patrol_heli_crash_fixes
10 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
10 Months Ago
main -> snapping_improvments_3
10 Months Ago
Fixed missing scripts on loading screen prefab
10 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.
10 Months Ago
Missing tag on pressed calls
10 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.
10 Months Ago
merge from main
10 Months Ago
Rug variants for floating cities
10 Months Ago
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10 Months Ago
merge from nametag_clipping_fix
10 Months Ago
Move useJobs into client code
10 Months Ago
rpg viewmodel anims updated
10 Months Ago
merge from centralized_mutes
10 Months Ago
merge from spraycan_infiniteammo
10 Months Ago
merge from no_build_zone_height_visual
10 Months Ago
merge from reenable_scrappy_damagefx
10 Months Ago
merge from autosave_paintings
10 Months Ago
merge from nametag_clipping_fix
10 Months Ago
Resolve merge UI conflict
10 Months Ago
fix server compile
10 Months Ago
Merge from parent (with UI conflict)
10 Months Ago
UI prefab update before fixing merge conflicts
10 Months Ago
fixed legacy gate missing damage volume
10 Months Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
10 Months Ago
Merge from main
10 Months Ago
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
10 Months Ago
Merge from viewmodel_workshop_fix
10 Months Ago
Fixed guitar rendering twice in workshop skin uploader
10 Months Ago
Merge from main
10 Months Ago
Add Workshop editor to the scene loader Fixed ViewmodelCameraAnimation running incorrectly in this scene (completely disabled now)
10 Months Ago
Adjust shadow fade transition
10 Months Ago
Foliage assets bake
10 Months Ago
Merge from trimmed_asset_warmup/scene_warmup
10 Months Ago
Add graphics.allowThreadedTextureCreation convar (default true) so we can test with threaded texture creation disabled
10 Months Ago
Merge from lighthouse_ladder_climb_fix
10 Months Ago
Merge from censorship_cubes_alt_look
10 Months Ago
Censorship cubes will now be disabled if the player alt looks and we disable the player body Added a new enum based CurrentCensorState getter in ConVar.Global so we don't need to compare ints to check censor state
10 Months Ago
Remove optimized loading from the experimental options menu
10 Months Ago
Skip UI prefabs and skip scanning for additional references in the props prefabs
10 Months Ago
Split the collider on the ladder halfway up lighthouse with a mesh collider that ignores player movement for accurate gunshots but a box collider for player movement Fixes awkward crouching behaviour when trying to crouch through window at top of ladder Workaround applied only to lighthouse version of the ladder_prop, won't apply to it's uses in other monuments