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140,040 Commits over 4,505 Days - 1.30cph!

10 Days Ago
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
10 Days Ago
Merge: from main
10 Days Ago
icon transparency tweaks
10 Days Ago
fixed pools, re-rendred glass ak icon with slight rotation tweaks
10 Days Ago
Update: re-enable the feature for clients as well - add editor only RustNative_Editor - rewrapped the code behind UNITY_ASSERTIONS Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere
10 Days Ago
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
10 Days Ago
Skull Wall Torch - added final LOD0 and WIP textures
10 Days Ago
Merge from medical_honey_bandage
10 Days Ago
Merge from main
10 Days Ago
Merge from steam_input
10 Days Ago
Enabled mipmaps on the icon
10 Days Ago
merge from main
10 Days Ago
adjusted berry collectable bushes to be more forgiving noticed that blue berry collectible had 2x more lod fields that were unnecessary and were also conflicting each other which may have caused it lod'ing too early all berry bushes have matching distances now
10 Days Ago
VDF fixes
10 Days Ago
More UI WIP
10 Days Ago
Customiser block out animation set
10 Days Ago
viewmodel prefab update
10 Days Ago
merge from darts_leaderboard_fixes
10 Days Ago
Fix incorrect PoolBallData pooling
10 Days Ago
pooling fix, enables pooling on thrown darts
10 Days Ago
optimised world models for mp5, double barrel shotgun and both youtooz figurines all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped. - Skinned meshes: 24 -> 0 - bones: 16 -> 0 - Prefab SkinnedMeshRenderers: 14 -> 0 - LOD0 renderers: 7 -> 4 - Meshes: 25 -> 13 also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
10 Days Ago
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
10 Days Ago
Updating ammo script for glass ak to hide bullets based on ammo count
10 Days Ago
merge from main
10 Days Ago
merge from chainlink_fence_fix Feel free to stomp any monument changes coming from this branch
10 Days Ago
S2P a bunch of monuments
10 Days Ago
Added a tool to copy VDFs from/to project/steam locations
10 Days Ago
Finally got a VDF working. Added the VDF source and also some extra debugging.
10 Days Ago
merge from main, stomp a bunch of monument scenes
10 Days Ago
Fix TryBindNavmesh not updating the cached navmesh
10 Days Ago
main -> character_customisation
10 Days Ago
boat_fuel_interaction_fix -> main
10 Days Ago
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
10 Days Ago
Only show the boat fuel, start engine, stop engine options if you are a driver (to better line up with other vehicles in game)
10 Days Ago
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
10 Days Ago
Merge from MonumentBlockers
10 Days Ago
Fix blocker mesh issues flagged by automated tests
10 Days Ago
merged uppdated salvaged hammer 3p anims and override controller
10 Days Ago
merge from militarytunnels_lightdup_fix
10 Days Ago
S2P military tunnels
10 Days Ago
merge from main, stomp mil tuns
10 Days Ago
merge from non_critical_art_bugfixes_reapply
10 Days Ago
Large oil S2P after stomp
10 Days Ago
merge from main
10 Days Ago
merge from water_treatment_tank_fix
10 Days Ago
merge from Ziggtank_collider_fix
10 Days Ago
merge from launchsite_silo_collision_fix
10 Days Ago
merge from nuclearmissileSilo_pipemat_fix
10 Days Ago
merge from perf_disable_gc_notif
10 Days Ago
merge from satellite_trail_tweak