143,729 Commits over 4,413 Days - 1.36cph!

9 Days Ago
vendingmachine_ui_refresh -> main
9 Days Ago
Reconfigured the LOD Baker GUI to work based on mesh instances with a prefab rather than meshes themselves, as you may want to bake multiple of the same mesh with different materials or transforms
9 Days Ago
Fix the weird input font
9 Days Ago
Changed vending machine loot panel over to a light + transparent theme to better go with the rest of the ui
9 Days Ago
Fixed passed/failed filter text width
9 Days Ago
Throw if the scoped convar doesn't have a SetOveride (methods)
9 Days Ago
Fixed scoped convars being case sensitive Failing to find a convar now throws, will fail the test if throwing during SetUp/TearDown or in the test body
9 Days Ago
Merge from viewmodel_early_disable_fix
9 Days Ago
Fix issues with third person anims still stopping early on molotov, bandage and syringe
9 Days Ago
Industrial Storage - added final lowpoly and bakes, rebuilt manifest
9 Days Ago
exported edited 3p jump animations and added correct jump anim to player animation controller
9 Days Ago
vendingmachine_ui_refresh -> main
9 Days Ago
Missed file
9 Days Ago
Fix 100 issues with the search bar in the sell order creator
9 Days Ago
merge main -> rust_relay_server
9 Days Ago
encryption changes
9 Days Ago
Can now specify clearance zones that will block specific upgrades from being installed if there are deployables in that area.
10 Days Ago
merge from main
10 Days Ago
Add null check to fix a NPCShopKeeper.Greeting NRE
10 Days Ago
closing holes in some apartment complex exterior meshes some extra polish on the set dressing damaged wing of the building toned down vertex color and alpha on glass
10 Days Ago
Added a test prefab for the LOD Baker tool
10 Days Ago
update manifest
10 Days Ago
added defensive upgrade icon
10 Days Ago
Add generic info panel to inventory, add mortar's range info using the generic panel.
10 Days Ago
defensive upgrade textures
10 Days Ago
post-merge compile fix
10 Days Ago
merge from custom_item_fixes
10 Days Ago
Dropped item combining now runs the same checks as CanStack Fixes it combining different custom item names & icons and c4 frequencies
10 Days Ago
merge from main
10 Days Ago
merge from dragbyangle_rebalance2
10 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
10 Days Ago
Update: codegen Tests: none
10 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
10 Days Ago
Updated eyelash textures Added eyelashes to femaleaverage model Added femaleaverage to skin set
10 Days Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
10 Days Ago
Merge: from main
10 Days Ago
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
10 Days Ago
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10 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
10 Days Ago
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
10 Days Ago
Merge from workbench_upgrades
10 Days Ago
Merge from main
10 Days Ago
actually tick the save
10 Days Ago
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
10 Days Ago
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
10 Days Ago
merge from main
10 Days Ago
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
10 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
10 Days Ago
Fix suggestions holder overriding the selling item everytime for no reason