161,827 Commits over 4,597 Days - 1.47cph!

Today
Rust XCOM: regenerated scenes, storey-split monument, doors, clan table and loot bag
Today
Rust XCOM: hide props standing on cut-away roofs
Today
Rust XCOM: open back door leaf only, tidy squad panel, deploy sound event
Today
Rust XCOM: camera controls, firing/death anims, storey cutaway, cover fix, holographic tiles, loot drops, persistent squad, food, clan table, doors, patrols, fishing village music
Today
Rust XCOM: regenerated scenes with audio, economy and cutaway
Today
Rust XCOM: explain what bench and furnace rooms do
Today
Rust XCOM: cut away anything directly above units
Today
Rust XCOM: resources economy, repeatable raids with loot, music and sound, roof cutaway, cover pass, battle cam, combat callouts
Today
Rust XCOM: regenerated scenes, characters, effects, building grades and trees
Today
Rust XCOM: tree line on the squad's flanks only
Today
Rust XCOM: keep woodland out of the opening camera view
Today
Rust XCOM: greener ground, clearer opening view, tidy end screen
Today
Rust XCOM: above-ground base from Rust building pieces, twig to metal upgrades, forest clearing
Today
Rust XCOM: base to mission flow, Rust-styled UI, surface and tree line, lighting pass
Today
Rust XCOM: Rust characters from game wearables, animated by the game's player controller
Today
Rust XCOM: generated Oxum's mission scene and baked monument
Today
Rust XCOM: drop Oxum's to ground level, skip meshes with broken shaders
Today
Rust XCOM: Oxum's tactical mission - grid, units, turns, AI, UI
Today
Rust XCOM: shared visual baker with collider support, Oxum's scene builder
Today
Rust XCOM: generated base scene, visual prefabs and room kits
Today
Rust XCOM: outline selection highlight, closer camera
Today
Rust XCOM: runtime assembly must not be editor-only
Today
Rust XCOM: base screen scripts and scene builder
Today
Prototyped customisable arrow skins (vintage target archery) with name labels auto-generated from player name, and customisable fletching colours. Both stay permanent after arrows shot. Customisation can be cleared by player. All working in-game. Customisation station (fletching jig), customisable nock colour, UI etc. planned but not started yet.
Today
Allow hand placing scientists cover/peeks in play mode, baking the navmesh in editor so it can save ai zone polys as well
Today
Merge branch 'unity_6.3.28'
Today
Update: update actions to use 6000.3.28x1-1
Today
Merge branch 'unity_6.3.28' of Rust into unity_6.3.28
Today
Clean: auto-delete of stale meta file
Today
Changeset: 170528 Update: a couple more sprites that had meta changes
Today
Changeset: 170527 Update: automatic package upgrades
Today
Experiment with a toggle to keep sensitivity consistent across all weapons
Today
Export held entities, distance flares, particle effects, and more animations
Today
Fixing server runtime tests
Today
Added 40MM Incendiary Grenade Prototype
Today
Added a Flashbang Ammo Indicator to the 40MM Flashbang Grenade
Merge branch 'main' into sleepingbag_stuck_respawn_fix
Merge branch 'UZI_9mm'
Codegen
Today
Added 40MM Flashbang Grenade Icon
Merge branch 'main' into UZI_9mm
Today
Merge branch 'storageadaptor_pooling_fix'
Today
Fixed storage adaptor showing "Requires power to sort" when powered, pooling bug
Merge branch 'new_phone_conversations'
Unfuck merge
Today
Added "clearId" argument to all ddraw shapes / labels; they behave the same way "destroyId" works in CUI elements; it first clears all elements with a provided ID before drawing the object, codegen
Today
40MM Flashbang Grenade Prototype First Pass, First Git Test Commit
Merge branch 'main' into new_phone_conversations
Today
Crosshair customization v2 baseline: Shader rendering, pixel-based settings, bunch of new options and improvements
Today
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