143,596 Commits over 4,383 Days - 1.37cph!

Yesterday
exported updated 3p ak47 and rock run anims
Yesterday
Merge from main
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
made AttemptRestart a little bit more robust
Yesterday
merge from automated_testing
Yesterday
Test list
Yesterday
Moved cooking tests out of if UNITY_EDITOR Renamed the tests
Yesterday
merge main -> rust_relay_server
Yesterday
ensure sendThread can start up if disabled from start
Yesterday
better property mismatch logging
Yesterday
merge from main
Yesterday
merge from automated_testing
Yesterday
CI testlist
Yesterday
Excluded some prefabs from BaseCombatEntity tests Test list
Yesterday
Test list
Yesterday
Sprinkler tests cleanup and fixes
Yesterday
added shell fragmentation texture bc variant, added variant icon updated fragment mortar prefab linking new icon
Yesterday
moved props layer away from the street furnished bathrooms in apartments with latest set
Yesterday
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Yesterday
Don't allow the spraycan to open the reskin menu if the only available skin is the current redirect and the base item is hidden
Yesterday
Reapply AnimatorOverrideUpdater Create a new 3p_idle_unarmed_pose - a single frame version of 3p_idle_unarmed Use that on the upper body idle, update all of the overrides accordingly
Yesterday
Subtract 150051 (introduced stepping issues)
Yesterday
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Yesterday
binoculars_fix -> main
Yesterday
Ensure range transform respects ui scale
Yesterday
Shader uses a grab pass rather than using OnRenderImage (fixes issues like being able to see through water) - Tick lines now use a fixed pixel size rather than using uvs under the hood - Main lines now base their pixel size of the lens circles
Yesterday
Fix invisible collider on mortars blocking mounting/restricting movement, Fix first person animations on mortar, override eye position to fix animators moving it back in Update.
Yesterday
Player seed work
Yesterday
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Yesterday
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip This automates the process of hooking them all up Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
2 Days Ago
Adjusted mortar guidemesh to face the correct way
2 Days Ago
merge from automated_testing
2 Days Ago
Auto turret target death and item giving fixes
2 Days Ago
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
2 Days Ago
main -> PlayerRigUpdate2
2 Days Ago
merge from main -> optimize_plant_lod_wind
2 Days Ago
Fix berry bush seedling being missed by previous optimizations
2 Days Ago
Roses - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
2 Days Ago
network_test changes
2 Days Ago
Fix airboat camera always forcing view forwards Try to improve APC sounds * Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing Fixed some oopsies with recent changes that break ents.Iterator
2 Days Ago
magazine_look_angle_fix -> main
2 Days Ago
Potatos - disable motion vectors on all LODs
2 Days Ago
Corn - disable motion vectors on all corn prefabs
2 Days Ago
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage