143,455 Commits over 4,383 Days - 1.36cph!

Today
Adding military idle animation set
Rin
Today
Initial Mortar Ammo damage pass
Today
merge from fields_mismatch_cleanup
Today
missing nonserialized attribute
Today
fixed all mismatched serialized properties - almost all should've been C# properties as we don't actually serialize any data for them - some needed moving out of ifdef scope and wrapping with warning disable
Rin
Today
Initial Mortar Ammo crafting pass Workbench Level 2 Stack size 3 > 10 HE 3 per craft 300 gp 1 Metal Pipe Fragmentation 3 per craft 150 gp 1 Metal Pipe
Today
field dump ignores struct types that aren't serializable (false-positive)
Rin
Today
Initial Mortar crafting pass Workbench Level 2 20 HQM 3 Metal pipes Researchable for 60 scrap
Today
Updated the EmissionToggle script to set the emission color as a Color on the MPB rather than a Vector to fix an issue with emission intensity
Today
exported updated 3p ak47 and rock run anims
Today
Merge from main
Today
merge rust_relay_server -> main
Today
merge main -> rust_relay_server
Today
made AttemptRestart a little bit more robust
Today
merge from automated_testing
Today
Test list
Today
Moved cooking tests out of if UNITY_EDITOR Renamed the tests
Today
merge main -> rust_relay_server
Today
ensure sendThread can start up if disabled from start
Today
better property mismatch logging
Today
merge from main
Today
merge from automated_testing
Today
CI testlist
Today
Excluded some prefabs from BaseCombatEntity tests Test list
Today
Test list
Today
Sprinkler tests cleanup and fixes
Today
added shell fragmentation texture bc variant, added variant icon updated fragment mortar prefab linking new icon
Today
moved props layer away from the street furnished bathrooms in apartments with latest set
Today
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Today
Don't allow the spraycan to open the reskin menu if the only available skin is the current redirect and the base item is hidden
Today
Reapply AnimatorOverrideUpdater Create a new 3p_idle_unarmed_pose - a single frame version of 3p_idle_unarmed Use that on the upper body idle, update all of the overrides accordingly
Today
Subtract 150051 (introduced stepping issues)
Today
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binoculars_fix -> main
Ensure range transform respects ui scale
Shader uses a grab pass rather than using OnRenderImage (fixes issues like being able to see through water) - Tick lines now use a fixed pixel size rather than using uvs under the hood - Main lines now base their pixel size of the lens circles
Today
Fix invisible collider on mortars blocking mounting/restricting movement, Fix first person animations on mortar, override eye position to fix animators moving it back in Update.
Yesterday
Player seed work
Yesterday
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Yesterday
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Yesterday
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip This automates the process of hooking them all up Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
Yesterday
Adjusted mortar guidemesh to face the correct way
Yesterday
merge from automated_testing
Yesterday
Auto turret target death and item giving fixes
Yesterday
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
Yesterday
main -> PlayerRigUpdate2