162,053 Commits over 4,597 Days - 1.47cph!

Yesterday
Rust XCOM: shared visual baker with collider support, Oxum's scene builder
Yesterday
Rust XCOM: generated base scene, visual prefabs and room kits
Yesterday
Rust XCOM: outline selection highlight, closer camera
Yesterday
Rust XCOM: runtime assembly must not be editor-only
Yesterday
Rust XCOM: base screen scripts and scene builder
Yesterday
Prototyped customisable arrow skins (vintage target archery) with name labels auto-generated from player name, and customisable fletching colours. Both stay permanent after arrows shot. Customisation can be cleared by player. All working in-game. Customisation station (fletching jig), customisable nock colour, UI etc. planned but not started yet.
Yesterday
Allow hand placing scientists cover/peeks in play mode, baking the navmesh in editor so it can save ai zone polys as well
Yesterday
Merge branch 'unity_6.3.28'
Yesterday
Update: update actions to use 6000.3.28x1-1
Yesterday
Merge branch 'unity_6.3.28' of Rust into unity_6.3.28
Yesterday
Clean: auto-delete of stale meta file
Yesterday
Changeset: 170528 Update: a couple more sprites that had meta changes
Yesterday
Changeset: 170527 Update: automatic package upgrades
Yesterday
Experiment with a toggle to keep sensitivity consistent across all weapons
Yesterday
Export held entities, distance flares, particle effects, and more animations
Yesterday
Fixing server runtime tests
Yesterday
Added 40MM Incendiary Grenade Prototype
Yesterday
Added a Flashbang Ammo Indicator to the 40MM Flashbang Grenade
Yesterday
Merge branch 'main' into sleepingbag_stuck_respawn_fix
Yesterday
Merge branch 'UZI_9mm'
Yesterday
Codegen
2 Days Ago
Added 40MM Flashbang Grenade Icon
2 Days Ago
Merge branch 'main' into UZI_9mm
2 Days Ago
Merge branch 'storageadaptor_pooling_fix'
2 Days Ago
Fixed storage adaptor showing "Requires power to sort" when powered, pooling bug
2 Days Ago
Merge branch 'new_phone_conversations'
2 Days Ago
Unfuck merge
2 Days Ago
Added "clearId" argument to all ddraw shapes / labels; they behave the same way "destroyId" works in CUI elements; it first clears all elements with a provided ID before drawing the object, codegen
2 Days Ago
40MM Flashbang Grenade Prototype First Pass, First Git Test Commit
2 Days Ago
Merge branch 'main' into new_phone_conversations
2 Days Ago
Crosshair customization v2 baseline: Shader rendering, pixel-based settings, bunch of new options and improvements
2 Days Ago
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2 Days Ago
Merge branch 'animal_renaming'
2 Days Ago
Unfuck merge
2 Days Ago
Merge branch 'main' into animal_renaming
2 Days Ago
Fixed vending machine admin UI "Remove All" popup unable to be interacted with
2 Days Ago
Merge branch 'apartments_roomcount_fix'
2 Days Ago
Merge branch 'wiretool_nre_fix'
2 Days Ago
Fixed WireTool.ShowSavedWire NRE
2 Days Ago
Unstucking editor tests in CI pipelines
2 Days Ago
Undo support in panel preview editor window
2 Days Ago
Codelock screen converted to panels
2 Days Ago
Put generated razor files in a Generated folder
Rin
2 Days Ago
Conditional hull shapes to make boats look more like boats
2 Days Ago
Wetness and rain drops on viewmodels, looks a bit jank
2 Days Ago
More perf work, rain calc now costs less than 0.01ms when camera is moving, free if stationary
2 Days Ago
Perf improvements
2 Days Ago
Panels preview window
2 Days Ago
Merge branch 'render_pipeline_testing'
2 Days Ago
Merge branch 'indirect_instancing'