141,002 Commits over 4,505 Days - 1.30cph!

Yesterday
merge from waterpipe_spawning_rework - Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable - Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument - Lessened restrictions on terrain when determining where the pipes can spawn - Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
Yesterday
tweak numbers for generation distances
Yesterday
Glass AR - fixed worldmodel sorting issues with other in game glass objects
Yesterday
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
Yesterday
Merge: from vehicle_pooling - Buildfix for BallistaGun
Yesterday
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
Yesterday
cleanup and set values to palce pipes closer together, still only 20 on 4k map
Yesterday
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
Yesterday
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
Yesterday
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Deleted erroneous vm_flashlight prefab
Yesterday
Merge: from hackweek_unsafescriptingaccess - New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1) Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
Yesterday
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
Yesterday
merge from vehicle pooling
Yesterday
merge from main
Yesterday
a lot more resets for vehicles, undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts. add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
Yesterday
worldmodel and static prefabs updated with new model
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
Enabled mipmaps on the icon
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