139,048 Commits over 4,474 Days - 1.29cph!

15 Days Ago
merge fix
15 Days Ago
Fix the fuse gib being created every time a fuse would leave its item slot for any reason
15 Days Ago
merge from game_room_dlc
15 Days Ago
Stop dismounting from the pooltable ending up killing you
15 Days Ago
Darts QoL - viewmodel rotates to aim at reticle position smoothly - leaderboard menu is hidden in multiplayer (it's a singleplayer only feature) - mountable headlook clamps to not look through viewmodel
15 Days Ago
pool: Resetting the game now takes a few seconds rather than instantly being able to do it
15 Days Ago
Fix darts game board breaking aux1 builds
15 Days Ago
gamesroom shotgun trap - fix ansio setting for specgloss texture map
15 Days Ago
Enabled/Disabled states for freezer
15 Days Ago
gamesroom shotgun trap - added guide model for consistancy - updated prefab - updated game model
15 Days Ago
Merge from playermaintainedmonuments
15 Days Ago
Merge from satellite_crash, keeping the monuments in conflict from this branch
15 Days Ago
merge from smallbackpack_workshop_setup - made small backpack skinnable
15 Days Ago
Codegen
15 Days Ago
Pooltable: - Fully swap pooltable 3p animations to an animation subsystem - Dont use leg animators anymore - Rip out player animation test code - When destroying an animation subsystem ensure the system is disabled - Fix floating deployable
15 Days Ago
Fix skinned legs/hands getting culled when using debug cam
15 Days Ago
Merge from main
15 Days Ago
S2P powerplant
15 Days Ago
Clean: remove BasePlayer.UpdateSubscriptions, it was only used in unit tests - fix TestPlayer.UpdateSubscriptionsConsistency unit test Tests: ran unit test
15 Days Ago
Merge from PlayerMaintainedMonuments
15 Days Ago
Run S2P on outpost, launch site, and powerplant again after stomping changes from 156459 Manually disabled shadows on wire_prefab Codegen
15 Days Ago
Fix vignette settings remapping
15 Days Ago
Add screen_blur_UI_RRP volume asset
15 Days Ago
Merge from main
15 Days Ago
fixed up rotation on icon for smallbackpack and re-rendered icon
15 Days Ago
Setup night vision overlay and volume
15 Days Ago
merge from main
15 Days Ago
Better update process (pause and resume the playable, don't manually evaluate it)
15 Days Ago
gamesroom shotgun trap - game model updated - textures added with bake preview - max res set to 1k for skin - updated material - updated prefab
15 Days Ago
15 Days Ago
Stop pooltable floating
15 Days Ago
Pool table aiming logic is now client controlled - this gets around any latency. Server will validate proposed changes.
15 Days Ago
Clean: initial pass of removal Jobs 2 code - removed hand-rolled async state machines - removed all code dependent on !UseUniTasks Tests: compiles
15 Days Ago
Added new sounds for supermarket freezer
15 Days Ago
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
15 Days Ago
Update: replace editor GUIStyle with default one to allow culling.debugshowstats to work - remove UNITY_EDITOR defines Tests: built debug client standalone
15 Days Ago
merge from main
15 Days Ago
Fixed the rendering of the night light and prevented it from rendering during the day
15 Days Ago
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
15 Days Ago
merge from piemenu_binds_feedback
15 Days Ago
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
15 Days Ago
Fixed some letter being truncated
15 Days Ago
CRLF to LF line endings for the BlurOptimized shader
15 Days Ago
Added the night light renderer feature and pass
15 Days Ago
texture update to wooden crate 2
15 Days Ago
remaining items
15 Days Ago
elite crate and wooden crate 2
15 Days Ago
Added the night light volume component
16 Days Ago
merge from main
16 Days Ago
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread