143,606 Commits over 4,413 Days - 1.36cph!

Yesterday
Upgrade items initial inventory sounds
Yesterday
Adding military idle animation set
Rin
Yesterday
Initial Mortar Ammo damage pass
Yesterday
merge from fields_mismatch_cleanup
Yesterday
missing nonserialized attribute
Yesterday
fixed all mismatched serialized properties - almost all should've been C# properties as we don't actually serialize any data for them - some needed moving out of ifdef scope and wrapping with warning disable
Rin
Yesterday
Initial Mortar Ammo crafting pass Workbench Level 2 Stack size 3 > 10 HE 3 per craft 300 gp 1 Metal Pipe Fragmentation 3 per craft 150 gp 1 Metal Pipe
Yesterday
field dump ignores struct types that aren't serializable (false-positive)
Rin
Yesterday
Initial Mortar crafting pass Workbench Level 2 20 HQM 3 Metal pipes Researchable for 60 scrap
Yesterday
Updated the EmissionToggle script to set the emission color as a Color on the MPB rather than a Vector to fix an issue with emission intensity
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
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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
2 Days Ago
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
2 Days Ago
Subtract 150051 (introduced stepping issues)
2 Days Ago
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2 Days Ago
binoculars_fix -> main
2 Days Ago
Ensure range transform respects ui scale
2 Days Ago
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
2 Days Ago
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.
2 Days Ago
Player seed work
2 Days Ago
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2 Days Ago
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