144,559 Commits over 4,413 Days - 1.36cph!

14 Days Ago
Merge from final_code_cleanup
14 Days Ago
14 Days Ago
Remove visualPointLookup and related build-lookup code. It's not needed any more.
14 Days Ago
updated textures part 2
14 Days Ago
merge from automated_testing
14 Days Ago
industrial floorpapers update, renamed them as well to match with the rest of the textures
14 Days Ago
Fixed CI testlist loading
14 Days Ago
set 3p card game anim to loop
14 Days Ago
Cache items and upgrades server-side, iterate these instead. Removes a bunch of getcomponent and tidies up functions too.
14 Days 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
14 Days Ago
industrial garage door - texture polish
14 Days Ago
Updating bowless crossbow worldmodel rig with arrow mesh
14 Days Ago
edited 3p minicopter and generic sit idle anims
14 Days Ago
set 3p zipline anims to loop and anim edited
14 Days Ago
edited ik hand/feet positions on magnet crane entity and sled ik hand/feet positions on sled seat prefabs
14 Days Ago
some more marketplace, rejigged trees to produce a bigger focal point
14 Days Ago
Update: move Utils Measure routines to Facepunch.System.Tests - also make it auto-referenced Tests: compiles
14 Days Ago
FX debug setup. Alt ammo prefabs.
14 Days Ago
Refactor to GetInstalledUpgradeMods.
14 Days Ago
merge from main
14 Days Ago
merge from mortar_prototype
14 Days Ago
merge from playerboat_testfix
14 Days Ago
Add placeholder sound effects to mortar shots
14 Days Ago
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
14 Days Ago
Unify naming conventions, everything is now called RustNav
14 Days Ago
marketplace set dressing - some more iterating, more work needed on front street end
14 Days Ago
Merge: from sanitize_specatating_players - Bugfix for NRE spam when spectate mods don't correctly setup spectating Tests: none, trivial change
14 Days 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
14 Days Ago
Update error messages to mention the command line argument rather than the convar
14 Days Ago
- Fixed binocular overlay from sticking around on reconnect - Fixed binocular overlay firing material changes into plastic
14 Days Ago
Fixed WorkshopCameraKeybindAnchor still using old input system Updated WorkshopEditor scene to remap the inputs
14 Days Ago
Merge from main
14 Days Ago
merge from automated_testing
14 Days Ago
Didnt save
14 Days Ago
Fix mortar indicator not cleaning up on disconnect
14 Days Ago
Merge from Main
14 Days Ago
New Sounds added for the Salvaged Cleaver refresh
14 Days 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)
14 Days Ago
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
14 Days Ago
main -> server_browser_update_2
14 Days Ago
fix dodgy merge
14 Days Ago
binoculars_fix -> main
14 Days Ago
Merge from workbench_upgrades
14 Days Ago
Add poolable to upgrade visuals
14 Days Ago
- Codecleanup - New binocular effects toggle at night
14 Days Ago
Flagged tests that need to be ignored by CI
14 Days 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
14 Days Ago
Do not build the unity navmesh when in recast mode
14 Days Ago
Assert inside all recast methods that the useUnityNavmesh is false
14 Days Ago
Progress on parquet floor (replacing concrete floor) in penthouse apartment