131,233 Commits over 4,232 Days - 1.29cph!

Today
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Today
Show on the item info panel if data can't be redeemed
Today
Add data spawns to all of the loot spawners
Today
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Today
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
Yesterday
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings * So it is known exactly where its coming from Disable vmevent API Fixed Enemy Rebels refusing to use RPG against the player * Also fixed them commenting on players death as if they weren't hating them
Today
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
Today
Add small and medium data items Insert a medium data item into a players corpse if killed by someone on the opposite clan
Today
Clan scores
Today
Boilerplate loot item and deposit entity
Today
Rebase on /main
Today
Virtual scrolled the item list
Today
Fix NRE when in build priv zone
Yesterday
Initialise the game mode after the clan system is started in Bootstrap Switched team system over to clan system
Yesterday
Alow tech trees to declare their own name Fix position of snow jacket
Yesterday
Can favorite items Added All and Favourites tabs
Yesterday
3 materials for the 3 extra materials created
Yesterday
Cherrypick CS 107107 - Wind shader fix
Yesterday
3 more meta files
Yesterday
16k .meta files
Yesterday
Probably fixed build errors
Yesterday
npc_missiledefense model + code adjustments * works better now Port CS:GO's TexturePacker and FontTextureCache * Fixes a weird font corruption issue Deduplicate "Failed to CreateQueryUserUGCRequest" warnings * So it is known exactly where its coming from Disable vmevent API Fixed Enemy Rebels refusing to use RPG against the player * Also fixed them commenting on players death as if they weren't hating them
Yesterday
Height fixaroos
Yesterday
Splat cleanup
Yesterday
hackweek arcade machine wip
Yesterday
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
Yesterday
More automatic upgrades
Yesterday
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
Yesterday
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
Yesterday
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
Yesterday
Clarify namespaces for rendering in Rust code after namespaces changed
Yesterday
Switched to setting poses through a menu for choosing pose for powered and unpowered states
Yesterday
More auto applied upgrades
Yesterday
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package
Yesterday
Fix render pipeline switch using statement -> Begin() & End() calls
Yesterday
So much cliffing
Yesterday
Remove RustRenderPipelineAsset.renderingLayerMaskNames since it's Obsolete and no longer virtual
Yesterday
Fix namespaces & methods being changed in the Rust.RenderPipeline package - changes in project directly instead of in git repo for now - stuff like UnityEngine.Experimental.Rendering.RenderGraphModule -> UnityEngine.Rendering.RenderGraphModule; - ComputeBuffer renamed to Buffer - obvious fixes first
Yesterday
merge from floating cities
Yesterday
Script auto compile / fixes
Yesterday
A little bit more
Yesterday
Cherrypick CS 107091 - TMP_script changes
Yesterday
Cherrypick CS 107090 - ProjectSettings\MultiplayerManager.asset
Yesterday
Cherypick CS107089 - CurrentVersion.cs
Yesterday
Update ProjectVersion.txt to 6000.0.58f2
Yesterday
Yesterday
Yesterday
replaced enough of the old point grid into SDF to be able to place it in-game and get the default looking ice block back
Yesterday
merge from hbhf_deployvolume_fix
Yesterday
Fixed HBHF sensor being deployable through constructions