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6,462 Commits over 821 Days - 0.33cph!

Today
Added new input system package
Today
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
Today
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
Today
merge from tincanalarm_v2
Today
Cant open tin can alarm when building blocked
Today
Removed unknown region log spam in editor
Today
merge from automated_testing
Today
Cleanup
Today
Optimised test runner window OnGUI stack Editor test runs are faster
Today
merge from main
Today
Removed hull_corner prefabs, unused
Today
merge from automated_testing
Today
Added category selection to the test runner window
Today
merge from automated_testing
Today
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
Today
Updated some old client tests to use scoped convars
Today
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
Today
Test runner window now supports repeated tests
Yesterday
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Yesterday
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Yesterday
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
Yesterday
merge from deepsea_navmesh_optims
Yesterday
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
Yesterday
merge from deepsea_loot_balance
Yesterday
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
Yesterday
merge from tincanalarm_v2
Yesterday
Can add flares inside the tin can alarm
Yesterday
merge from main
Yesterday
merge from socialmenu_optims
Yesterday
Compile fix
Yesterday
Restored NVIDIA reflex options being disabled if not supported Added DisableIfDlssNotSupported to DLSS option (was only on DLAA) Needs more work because looks like DLSS.IsDlssSupported is always returning false currently
Yesterday
Populate the friend list on init so the social button can show the online count
Yesterday
merge from main
Yesterday
Added missing Model component to salvaged axe entity, fixes skins not loading in 3P
5 Days Ago
Fixed main menu social button considered visible all the time, causing friends menu to rebuild every 15s Fixed persona change triggering full friends list rebuild fixes stutters mid game for players with large friend lists
5 Days Ago
merge from main
5 Days Ago
merge from automated_testing
5 Days Ago
Removed some old ad-hoc entity cleanup methods in TestTrees and TestRockets
5 Days Ago
Added OnBeforeSetUp and OnAfterTearDown. Overriden by RustTextFixture, includes all the entity and item cleanup This makes sure tests arent exploding if we forget to call the base SetUp and Teardown, it was too fragile Updated all tests
5 Days Ago
merge from rfreceiver_freqchange_fix
5 Days Ago
RFReceiver RFBroadcaster code cleanup
5 Days Ago
Added new tests covering the frequency change while powered/unpowered Test list
5 Days Ago
Fixed RF receiver adding itself to the listener set when changing its frequency while unpowered
5 Days Ago
merge from console_autocompletescroll_fix
5 Days Ago
Fixed console autocomplete scroll to selected
5 Days Ago
merge from console_uparrow_fix
5 Days Ago
Hide autocomplete when going through the history
5 Days Ago
merge from storeoverride_loading_fix
5 Days Ago
Fixed overrides not clearing after clearing the debug convar and refreshing the store
5 Days Ago
Scaled up the progress image on weapon attachment item icons