140,985 Commits over 4,505 Days - 1.30cph!

Yesterday
Update: mark UseMultithreadedScripting explicitly defaulted to enabled It kept disabling it despite underlying var being enabled Tests: booted into craggy, looked at var state in console
Yesterday
initial pass at reworking how pipes spawn along roads
Yesterday
Update: codegen Tests: none
Yesterday
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
Yesterday
Clean: unify style, add comments Tests: none, trivial changes
Yesterday
Merge from launchsiren
Yesterday
Fixes
Yesterday
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
Yesterday
Clean: missed meta file deletion Tests: none, trivial change
Yesterday
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
Yesterday
Tiles setup
Yesterday
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
Yesterday
Merge: from main
Yesterday
icon transparency tweaks
Yesterday
fixed pools, re-rendred glass ak icon with slight rotation tweaks
Yesterday
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
Yesterday
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
Yesterday
Skull Wall Torch - added final LOD0 and WIP textures
Yesterday
Merge from medical_honey_bandage
Yesterday
Merge from main
Yesterday
Merge from steam_input
Yesterday
merge from main
Yesterday
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
Yesterday
VDF fixes
Yesterday
More UI WIP
Yesterday
Customiser block out animation set
Yesterday
viewmodel prefab update
Yesterday
merge from darts_leaderboard_fixes
Yesterday
Fix incorrect PoolBallData pooling
Yesterday
pooling fix, enables pooling on thrown darts
Yesterday
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%).
Yesterday
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
Yesterday
Updating ammo script for glass ak to hide bullets based on ammo count
Yesterday
merge from main
Yesterday
merge from chainlink_fence_fix Feel free to stomp any monument changes coming from this branch
Yesterday
S2P a bunch of monuments
Yesterday
Added a tool to copy VDFs from/to project/steam locations
Yesterday
Finally got a VDF working. Added the VDF source and also some extra debugging.
Yesterday
merge from main, stomp a bunch of monument scenes
Yesterday
Fix TryBindNavmesh not updating the cached navmesh
Yesterday
main -> character_customisation
Yesterday
boat_fuel_interaction_fix -> main
Yesterday
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
Yesterday
Only show the boat fuel, start engine, stop engine options if you are a driver (to better line up with other vehicles in game)
Yesterday
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
Yesterday
Merge from MonumentBlockers
Yesterday
Fix blocker mesh issues flagged by automated tests
Yesterday
merged uppdated salvaged hammer 3p anims and override controller
Yesterday
merge from militarytunnels_lightdup_fix
Yesterday
S2P military tunnels