197,123 Commits over 4,110 Days - 2.00cph!

Yesterday
Merge from teamui_switch_server_fix
Yesterday
Fixed team UI not displaying members correctly when moving from a larger team to a smaller team (would also occur when switching between servers)
Yesterday
Merge from scientist_spawners_enabled
Yesterday
Fix underwater dwellers spawning while scientist_spawners_enabled is false
Yesterday
Merge from mission_create_streamlining/outpost_spawning
Yesterday
Fixed another way of transferring items into containers that are marked PlayerItemInputBlocked
Yesterday
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Yesterday
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Yesterday
Fixed bandit town softcore spawn point appearing in primitive mode S2P bandit town
Yesterday
Fixed mission provider name not appearing on map in outpost Compound S2P
Yesterday
Hook up learn more about rust plus Setup safe url open Connect to server button set active false
Yesterday
Wire up new session page. Seperate out connection modal parts. Remove a bunch of unneeded stuff for the session page.
Yesterday
Hide friends menu names when in streamer mode
Yesterday
Fix static respawn zones not saving
Yesterday
snap_deployables -> main
Yesterday
Slightly increase the bounds of furnaces and shelves so they can be used with snapping
Yesterday
Hide party invite pop-up if accepting invite inside the friends menu
Yesterday
Setup new menu option for deployable snapping modes
Yesterday
Much cleaner wall snapping behaviour Setup custom corner padding on each deployable (set up large box)
Yesterday
Merge from vine_syncpos
Yesterday
Fixed vine visual stopping animation if a vine swing was started less than 2s after the last vine swing
Yesterday
Subtract 123923
Yesterday
Give warning when party invite is sent to non-friend indicating it will likely be blocked
Yesterday
Merge from main
Yesterday
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
Yesterday
Fixed small wooden box not casting shadows
Yesterday
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
Yesterday
Fix party invite from friend menu when accepting invite via party invite popup
Yesterday
Brightness tweaks.
Yesterday
Further iteration
Yesterday
support live edit of biome fog shore distance falloff in editor
Yesterday
Yesterday
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
Yesterday
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
Yesterday
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
Yesterday
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
Yesterday
merge from indirect_instancing (code only)
Yesterday
Revert execution order changes
Yesterday
Revert script changes
Yesterday
Revert compute changes
Yesterday
Revert prefab changes
Yesterday
Revert package changes
Yesterday
Revert platform changes
Yesterday
Merge from manual_anchor
Yesterday
Revert changes to shader includes
Yesterday
Reverted changes to supported shaders
Yesterday
Revert changes to ProjectSettings
Yesterday
More work on railings and stairs for floating walkways
Yesterday
merge from main