155,570 Commits over 4,536 Days - 1.43cph!

2 Months Ago
Fix the fuse gib being created every time a fuse would leave its item slot for any reason
2 Months Ago
merge from game_room_dlc
2 Months Ago
Stop dismounting from the pooltable ending up killing you
2 Months Ago
Darts QoL - viewmodel rotates to aim at reticle position smoothly - leaderboard menu is hidden in multiplayer (it's a singleplayer only feature) - mountable headlook clamps to not look through viewmodel
2 Months Ago
pool: Resetting the game now takes a few seconds rather than instantly being able to do it
2 Months Ago
Fix darts game board breaking aux1 builds
2 Months Ago
gamesroom shotgun trap - fix ansio setting for specgloss texture map
2 Months Ago
Enabled/Disabled states for freezer
2 Months Ago
gamesroom shotgun trap - added guide model for consistancy - updated prefab - updated game model
2 Months Ago
Merge from playermaintainedmonuments
2 Months Ago
Merge from satellite_crash, keeping the monuments in conflict from this branch
2 Months Ago
merge from smallbackpack_workshop_setup - made small backpack skinnable
2 Months Ago
Codegen
2 Months Ago
Pooltable: - Fully swap pooltable 3p animations to an animation subsystem - Dont use leg animators anymore - Rip out player animation test code - When destroying an animation subsystem ensure the system is disabled - Fix floating deployable
2 Months Ago
Fix skinned legs/hands getting culled when using debug cam
2 Months Ago
Merge from main
2 Months Ago
S2P powerplant
2 Months Ago
Clean: remove BasePlayer.UpdateSubscriptions, it was only used in unit tests - fix TestPlayer.UpdateSubscriptionsConsistency unit test Tests: ran unit test
2 Months Ago
Merge from PlayerMaintainedMonuments
2 Months Ago
Run S2P on outpost, launch site, and powerplant again after stomping changes from 156459 Manually disabled shadows on wire_prefab Codegen
2 Months Ago
Fix vignette settings remapping
2 Months Ago
Add screen_blur_UI_RRP volume asset
2 Months Ago
Merge from main
2 Months Ago
fixed up rotation on icon for smallbackpack and re-rendered icon
2 Months Ago
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2 Months Ago
Setup night vision overlay and volume
2 Months Ago
merge from main
2 Months Ago
Better update process (pause and resume the playable, don't manually evaluate it)
2 Months Ago
gamesroom shotgun trap - game model updated - textures added with bake preview - max res set to 1k for skin - updated material - updated prefab
2 Months Ago
2 Months Ago
Stop pooltable floating
2 Months Ago
Pool table aiming logic is now client controlled - this gets around any latency. Server will validate proposed changes.
2 Months Ago
Clean: initial pass of removal Jobs 2 code - removed hand-rolled async state machines - removed all code dependent on !UseUniTasks Tests: compiles
2 Months Ago
Added new sounds for supermarket freezer
2 Months Ago
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
2 Months Ago
Update: replace editor GUIStyle with default one to allow culling.debugshowstats to work - remove UNITY_EDITOR defines Tests: built debug client standalone
2 Months Ago
merge from main
2 Months Ago
Fixed the rendering of the night light and prevented it from rendering during the day
2 Months Ago
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
2 Months Ago
merge from piemenu_binds_feedback
2 Months Ago
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
2 Months Ago
Fixed some letter being truncated
2 Months Ago
CRLF to LF line endings for the BlurOptimized shader
2 Months Ago
Added the night light renderer feature and pass
2 Months Ago
texture update to wooden crate 2
2 Months Ago
remaining items
2 Months Ago
elite crate and wooden crate 2
2 Months Ago
Added the night light volume component
2 Months Ago
merge from main
2 Months Ago
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread