136,088 Commits over 4,444 Days - 1.28cph!

53 Days Ago
Moved cooking tests out of if UNITY_EDITOR Renamed the tests
53 Days Ago
merge main -> rust_relay_server
53 Days Ago
ensure sendThread can start up if disabled from start
53 Days Ago
better property mismatch logging
53 Days Ago
merge from main
53 Days Ago
merge from automated_testing
53 Days Ago
CI testlist
53 Days Ago
Excluded some prefabs from BaseCombatEntity tests Test list
53 Days Ago
Test list
53 Days Ago
Sprinkler tests cleanup and fixes
53 Days Ago
added shell fragmentation texture bc variant, added variant icon updated fragment mortar prefab linking new icon
53 Days Ago
moved props layer away from the street furnished bathrooms in apartments with latest set
53 Days Ago
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
53 Days Ago
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
53 Days Ago
Subtract 150051 (introduced stepping issues)
53 Days Ago
binoculars_fix -> main
53 Days Ago
Ensure range transform respects ui scale
53 Days Ago
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
53 Days Ago
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.
53 Days Ago
Player seed work
53 Days Ago
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
54 Days Ago
Adjusted mortar guidemesh to face the correct way
54 Days Ago
merge from automated_testing
54 Days Ago
Auto turret target death and item giving fixes
54 Days Ago
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
54 Days Ago
main -> PlayerRigUpdate2
54 Days Ago
merge from main -> optimize_plant_lod_wind
54 Days Ago
Fix berry bush seedling being missed by previous optimizations
54 Days Ago
Roses - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
54 Days Ago
network_test changes
54 Days Ago
Fix airboat camera always forcing view forwards Try to improve APC sounds * Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing Fixed some oopsies with recent changes that break ents.Iterator
54 Days Ago
magazine_look_angle_fix -> main
54 Days Ago
Potatos - disable motion vectors on all LODs
54 Days Ago
Corn - disable motion vectors on all corn prefabs
54 Days Ago
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
54 Days Ago
Add `spawnplants` command that will spawn every stage of every plant in a grid
54 Days Ago
Fix magazine dropping and other world space parent to bone weapon effects from not respecting object angles
54 Days Ago
merge from automated_testing
54 Days Ago
Include AutomatedTests prefabs in the bundles
54 Days Ago
Audio changes for the Salvaged Cleaver rework
54 Days Ago
Sunflowers - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
54 Days Ago
Same idea for wheat - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
54 Days Ago
merge from automated_testing
54 Days Ago
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
54 Days Ago
More darts improvements - fix reticle accuracy and use animation curve for smoothness - improve ui, add focus bar to be able to visual how much focus you have left - added zoom option for seeing board closer while still maintaining throw distance - fix scoring for ending turn on 1 point left, and small refactor for ending on bullseye counting as double - add more convars for playtest tweaking
54 Days Ago
More turret tests fixes, added debug convar to suppress randomness in the tick invokes Reworked PlayerMountedToVehicle_PlayerTargeted
54 Days Ago
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
54 Days Ago
Add orchid wind disabled materials
54 Days Ago
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54 Days Ago
Apply lower LOD materials to hemp prefabs