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6,939 Commits over 912 Days - 0.32cph!

4 Months Ago
Fixed Gibbable NRE introduced in 144214
4 Months Ago
merge from gibbable_skins_fix
4 Months Ago
Fixed BBQ and garage door gibs not being skinned
4 Months Ago
Hide arrow buttons if we only have 1 gallery element
4 Months Ago
merge from store_fixes_feb
4 Months Ago
Fixed limited store countdown showing "Refreshed in 6 days" when the skins are late
4 Months Ago
Fixed owned items still showing up at the top of the limited and featured store when featured
4 Months Ago
Added some arrow buttons and keyboard controls to store galleries (general and limited tabs)
4 Months Ago
Added a new font to support some missing currency symbol Added some missing currencies to the price formatter
4 Months Ago
Added a way to embed styles in RustControl components instead of having to create new StyleAssets every single time
4 Months Ago
merge from storepage_boxes
4 Months Ago
Added toast when the deep sea opens
4 Months Ago
merge from deepsea_fixes
4 Months Ago
merge from main
4 Months Ago
merge from deepsea_fixes/loot
4 Months Ago
merge from deepsea_fixes
5 Months Ago
Store page baseline, skin viewer for the 16 boxes
5 Months Ago
Moved ghostship scripts in the right folder
5 Months Ago
Deep sea initial loot fill is now around 70% Loot slowly respawns over time (except for elite crates and airdrops) S2P all islands
5 Months Ago
Fixed wallpaper still using batching in boats
5 Months Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
5 Months Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
5 Months Ago
merge from main
5 Months Ago
merge from naval_update/io_boats
5 Months Ago
Fixed pressure pads being deployable halfway through walls
5 Months Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
5 Months Ago
Restored spotlight and tripod spotlight deploy guides
5 Months Ago
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
5 Months Ago
merge from testrunner_editor
5 Months Ago
Compile fix
5 Months Ago
merge from main
5 Months Ago
merge from testrunner_editor
5 Months Ago
Fixed some selection bugs
5 Months Ago
Split editor and runtime tests into two tabs Styling changes
5 Months Ago
Added Open Results button, reorganized the button bars Loading a result auto enables filtering, clearing results resets filtering
5 Months Ago
Fixed the test window not showing live results on some tests, unified the parameter normalization
5 Months Ago
Automated tests window changes: - Added a rerun failed button - Fixed the foldout arrows not clickable - Leaving playmode mid tests cancel the run correctly and generate results - Tests can only run in the automated test scene - Run button shows a playmode icon if clicking it will start playmode
5 Months Ago
merge from main
5 Months Ago
Fixed BBQ gibs not being skinned
5 Months Ago
merge from naval_update/io_boats
5 Months Ago
merge from workshop_unload_fix
5 Months Ago
Updated perf text to show the skins waiting to unload count
5 Months Ago
We now wait 120s before unloading a workshop skins with 0 references Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
5 Months Ago
Tweaked some prefabs ground watch, fixing issues on boats
5 Months Ago
merge from main
5 Months Ago
merge from io_boats
5 Months Ago
merge from hackweek_more_tests
5 Months Ago
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
5 Months Ago
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
5 Months Ago
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2