143,412 Commits over 4,383 Days - 1.36cph!

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Mortar view model updates to fix up ammo syncing
7 Minutes Ago
Merge from workbench_upgrades
7 Minutes Ago
Merge from main
7 Minutes Ago
Merge from final_code_cleanup
8 Minutes Ago
11 Minutes Ago
Remove visualPointLookup and related build-lookup code. It's not needed any more.
27 Minutes Ago
updated textures part 2
28 Minutes Ago
merge from automated_testing
28 Minutes Ago
industrial floorpapers update, renamed them as well to match with the rest of the textures
28 Minutes Ago
Fixed CI testlist loading
42 Minutes Ago
set 3p card game anim to loop
43 Minutes Ago
Cache items and upgrades server-side, iterate these instead. Removes a bunch of getcomponent and tidies up functions too.
56 Minutes Ago
Update(tests): add simple pool perf tests (ST & MT) ST avg: 1.29925ms for 10k alloc-deallocs MT avg: 21.16116ms for 1k alloc-deallocs per task, 32 tasks Tests: ran tests
57 Minutes Ago
industrial garage door - texture polish
60 Minutes Ago
Updating bowless crossbow worldmodel rig with arrow mesh
1 Hour Ago
edited 3p minicopter and generic sit idle anims
1 Hour Ago
set 3p zipline anims to loop and anim edited
1 Hour Ago
edited ik hand/feet positions on magnet crane entity and sled ik hand/feet positions on sled seat prefabs
1 Hour Ago
some more marketplace, rejigged trees to produce a bigger focal point
1 Hour Ago
Update: move Utils Measure routines to Facepunch.System.Tests - also make it auto-referenced Tests: compiles
1 Hour Ago
FX debug setup. Alt ammo prefabs.
1 Hour Ago
Refactor to GetInstalledUpgradeMods.
1 Hour Ago
merge from main
1 Hour Ago
merge from mortar_prototype
1 Hour Ago
merge from playerboat_testfix
1 Hour Ago
Add placeholder sound effects to mortar shots
1 Hour Ago
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
1 Hour Ago
Unify naming conventions, everything is now called RustNav
1 Hour Ago
marketplace set dressing - some more iterating, more work needed on front street end
2 Hours Ago
Merge: from sanitize_specatating_players - Bugfix for NRE spam when spectate mods don't correctly setup spectating Tests: none, trivial change
2 Hours Ago
Bugfix: ServerOcclusion - add defensive checks for suspected spectate mods The mods should be fixed, but at least it won't put servers in a weird state. Tests: none, trivial change
2 Hours Ago
Update error messages to mention the command line argument rather than the convar
2 Hours Ago
- Fixed binocular overlay from sticking around on reconnect - Fixed binocular overlay firing material changes into plastic
2 Hours Ago
Fixed WorkshopCameraKeybindAnchor still using old input system Updated WorkshopEditor scene to remap the inputs
2 Hours Ago
Merge from main
2 Hours Ago
merge from automated_testing
2 Hours Ago
Didnt save
2 Hours Ago
Fix mortar indicator not cleaning up on disconnect
3 Hours Ago
Merge from Main
3 Hours Ago
New Sounds added for the Salvaged Cleaver refresh
3 Hours Ago
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
3 Hours Ago
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
3 Hours Ago
main -> server_browser_update_2
3 Hours Ago
fix dodgy merge
3 Hours Ago
binoculars_fix -> main
3 Hours Ago
Merge from workbench_upgrades
3 Hours Ago
Add poolable to upgrade visuals
3 Hours Ago
- Codecleanup - New binocular effects toggle at night
3 Hours Ago
Flagged tests that need to be ignored by CI
3 Hours Ago
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line CI testlist is generated when we generate the regular test list Tests can be excluded from CI with the ExcludeFromCI attribute Test parameter can be filtered too with FilterForCI in TestParameterSource