143,579 Commits over 4,383 Days - 1.36cph!

Yesterday
Codegen
Yesterday
merge from automated_testing
Yesterday
Fixed raiding tests CI filtering Test lists
Yesterday
Fixed regression with PhysicsCollide hooks double support internal variable entity funcs Nullout solid_t on creation Fixed a crash with ragdolls when spawning in teleport triggers
Yesterday
Fixed a crash with ragdolls when spawning in teleport triggers
Yesterday
Add pilot dlc box, electric furnace and electric furnace io entity to StorageAdaptorAllowCollisionGroup Commit RidableHorse because it wants to and when it wants to we listen
Yesterday
Fixed regression with PhysicsCollide hooks double support internal variable entity funcs Nullout solid_t on creation
Yesterday
merge from main
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Fix compile error from non-existant namespace
Yesterday
merge from optimize_plant_lod_wind
Yesterday
Industrial Storage - tweaked gibs
Yesterday
Terrazo b texture set
Yesterday
added more parameters to equations for getting score area on the board, to account for non-standard board shapes. added a gizmo to view scoring areas, toggleable so you can match the math to the mesh
Yesterday
Fixed flacky raiding tests Rockets spawned by ServerProjectileTestSpawner were moving during the WaitUntilAllSpawned
Yesterday
Fix recast save being called in unity mode (even though it early outs, it logs a warning)
Yesterday
- Grab geo location from hello - Initial setup
Yesterday
Mortar view model updates to fix up ammo syncing
Yesterday
Merge from workbench_upgrades
Yesterday
Merge from main
Yesterday
Merge from final_code_cleanup
Yesterday
Yesterday
Remove visualPointLookup and related build-lookup code. It's not needed any more.
Yesterday
updated textures part 2
Yesterday
merge from automated_testing
Yesterday
industrial floorpapers update, renamed them as well to match with the rest of the textures
Yesterday
Fixed CI testlist loading
Yesterday
set 3p card game anim to loop
Yesterday
Cache items and upgrades server-side, iterate these instead. Removes a bunch of getcomponent and tidies up functions too.
Yesterday
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
Yesterday
industrial garage door - texture polish
Yesterday
Updating bowless crossbow worldmodel rig with arrow mesh
Yesterday
edited 3p minicopter and generic sit idle anims
Yesterday
set 3p zipline anims to loop and anim edited
Yesterday
edited ik hand/feet positions on magnet crane entity and sled ik hand/feet positions on sled seat prefabs
Yesterday
some more marketplace, rejigged trees to produce a bigger focal point
Yesterday
Update: move Utils Measure routines to Facepunch.System.Tests - also make it auto-referenced Tests: compiles
Yesterday
FX debug setup. Alt ammo prefabs.
Yesterday
Refactor to GetInstalledUpgradeMods.
Yesterday
merge from main
Yesterday
merge from mortar_prototype
Yesterday
merge from playerboat_testfix
Yesterday
Add placeholder sound effects to mortar shots
Yesterday
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
Yesterday
Unify naming conventions, everything is now called RustNav
Yesterday
marketplace set dressing - some more iterating, more work needed on front street end
Yesterday
Merge: from sanitize_specatating_players - Bugfix for NRE spam when spectate mods don't correctly setup spectating Tests: none, trivial change
Yesterday
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
Yesterday
Update error messages to mention the command line argument rather than the convar
Yesterday
- Fixed binocular overlay from sticking around on reconnect - Fixed binocular overlay firing material changes into plastic