141,261 Commits over 4,383 Days - 1.34cph!

10 Months Ago
Store, Inventory fixes for floating footer
10 Months Ago
Remove allocs in flanking state
10 Months Ago
Make leaving zone during rush more robust
10 Months Ago
Overcast improvements. Minor SSS tweaks on clear.
10 Months Ago
merge from print_light_counts -> main
10 Months Ago
Fix "Print Lights" doing both ddraw and printing light count
10 Months Ago
merge from main -> print_light_counts
10 Months Ago
merge from party_system -> main
10 Months Ago
Fix more spacing issues
10 Months Ago
move and fix home news
10 Months Ago
Floating Header and Footer, inventory tweaks
10 Months Ago
Merge from main
10 Months Ago
subtract 124169 (vclouds/fog)
10 Months Ago
- Remove nav blockers in small oilrig - Cache zone on spawn - Discard potential destinations out of zone when peeking or taking cover - Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help - Add debug visualization for zone checks - When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
10 Months Ago
subtract 124170
10 Months Ago
subtract 124178
10 Months Ago
subtract 124192
10 Months Ago
subtract 124209
10 Months Ago
Various improvements to the `debug.lookingat` command - now works on more objects and displays more information.
10 Months Ago
compile fix
10 Months Ago
Pilot Hazmat - WIP helmet model/materials
10 Months Ago
merge from main
10 Months Ago
Floating cities greybox progress
10 Months Ago
More dumb fixes
10 Months Ago
Ensure they are both set to off
10 Months Ago
Fixes for the crafted item and new item blur backgrounds
10 Months Ago
Adding cow animation exports and clip set up
10 Months Ago
Use Application integration instead of my rubbish pipeline for those notifications
10 Months Ago
Inventory Modal
10 Months Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
10 Months Ago
Fixed NRE when connecting to a server
10 Months Ago
Give the player a notification in the menu if a new rust version has been released on Steam. Pipeline to grab manifest changes with an event.
10 Months Ago
Disabled the CameraAtmosphericScattering component on the Main Camera prefab temporarily to fix visual issues
10 Months Ago
Fix scientists not shooting back when sniped from very very very far away
10 Months Ago
Hook up twitch drop data on the clientside
10 Months Ago
Wire up 'latest changeset' data on the clientside manifest
10 Months Ago
Add some Y offsets to the buoyancy points on the walkway prefab
10 Months Ago
Enable instancing on all supported materials
10 Months Ago
Enable Read/Write on all prefab meshes
10 Months Ago
Build manifest
10 Months Ago
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
10 Months Ago
merge from erosion
10 Months Ago
Remove UI window and fix escape captures
10 Months Ago
Prevent shooting too long at where target was after it left
10 Months Ago
Bring scientist health back to what it was, hook hazmat protection values on top
10 Months Ago
add ui window script to modal on inventory
10 Months Ago
Prevent noise event boxing and allocation when used in hashset
10 Months Ago
pushing inventory changes, dialog still borked
10 Months Ago
Add Hidden/Rust/Spatial Biome Fog/Shadow Map Downsample and Hidden/Rust/Spatial Biome Fog/Terrain Maps Process to always included shaders (Project Settings -> Graphics)
10 Months Ago
Fixed connection modal not opening after my last set of changes Ensure modded references the correct category counter