143,803 Commits over 4,413 Days - 1.36cph!

12 Days Ago
merge from custom_item_fixes
12 Days Ago
Dropped item combining now runs the same checks as CanStack Fixes it combining different custom item names & icons and c4 frequencies
12 Days Ago
merge from main
12 Days Ago
merge from dragbyangle_rebalance2
12 Days Ago
Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
12 Days Ago
Update: codegen Tests: none
12 Days Ago
Bugfix: fix invalid index assigned to a projectile on projectile removal from cache Copy paste mistake, happy we got unit tests Tests: ran ProjectileTests.TestConsistency - it passes
12 Days Ago
Updated eyelash textures Added eyelashes to femaleaverage model Added femaleaverage to skin set
12 Days Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
12 Days Ago
Merge: from main
12 Days Ago
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
12 Days Ago
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12 Days Ago
Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles
12 Days Ago
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
12 Days Ago
Merge from workbench_upgrades
12 Days Ago
Merge from main
12 Days Ago
actually tick the save
12 Days Ago
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
12 Days Ago
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
12 Days Ago
merge from main
12 Days Ago
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
12 Days Ago
Update(tests): add TestMovePlayer - bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer - added more docs to StableObjectArray Tests: ran new unit test
12 Days Ago
Fix suggestions holder overriding the selling item everytime for no reason
12 Days Ago
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
12 Days Ago
Use hud input instead
12 Days Ago
Prevent clicking in a vending entry input field from using a hotbar weapon
12 Days Ago
merge from lightfixture_refresh_recovery
12 Days Ago
merge from custom_item_fixes
12 Days Ago
created and added gibs for protoype and defensive upgrades - updated visual prefabs
12 Days Ago
Fix custom item icons / names not getting preserved when splitting a stack of items Prevent items with different custom icons / names from stacking together Fix regular icon being used instead of custom when dragging item from the splitter UI
12 Days Ago
Merge from main
12 Days Ago
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player
12 Days Ago
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
12 Days Ago
io table too
12 Days Ago
added gibs for accelerated and range upgrades added collision for accelerated, range, defensive and prototype
12 Days Ago
Updating skinning for shorts
12 Days Ago
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
12 Days Ago
Setup remaining item->visual links
12 Days Ago
Updating tank top skinning
12 Days Ago
Updating skinning for male underwear
12 Days Ago
merge main -> rust_server_relay
12 Days Ago
merge from main
12 Days Ago
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
12 Days Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
12 Days Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
12 Days Ago
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
12 Days Ago
Added a TwoAnimBlend example
12 Days Ago
Add general fade in/out support
12 Days Ago
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem