129,730 Commits over 4,201 Days - 1.29cph!

11 Months Ago
Better error message when RustTextFixture.SpawnEntity failed
11 Months Ago
Fixed FindPrefabPathsByLabel NRE
11 Months Ago
Added BaseCombatEntity tests, spawn and kill every BaseCombatEntity prefabs in the project
11 Months Ago
Updated knight armour textures, materials and meshes, updated skinning. added male and female helmet.
11 Months Ago
Only show zoom toast after they hold ADS down for 3 seconds
11 Months Ago
Change toast cooldown from 15m -> 5m
11 Months Ago
Add toast to variable zoom scope - will prompt you on hotkeys to zoom up and down - will stop showing once you click the button 5x
11 Months Ago
merge from main
11 Months Ago
Codegen Tests
11 Months Ago
Battering ram audio minor change
11 Months Ago
merge from fix_telephone_grid -> main
11 Months Ago
Fix telephone using the numbered grid instead of letter grid
11 Months Ago
merge from main
11 Months Ago
Update: ServerProfiler.Core separates platform specific code Required for Linux support - still figuring out how to organize msbuild projects Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
11 Months Ago
Fixed methods being renamed OnDiedByPlayer
11 Months Ago
test meshes
11 Months Ago
testing setup for fitting marching cubes to mesh
11 Months Ago
Various fixes about the colour buffer not being resized or copied correctly
11 Months Ago
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
11 Months Ago
Added first pass jungle ruin floor kit. Updated assets gym with jungle ruin kits.
11 Months Ago
Rename Entity profiler back to OnKilled()
11 Months Ago
merge from main -> fix_telephone_grid
11 Months Ago
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied() Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
11 Months Ago
-Battering Ram wheels now steer the correct way -Battering Ram wheels rotate via Quaternions
11 Months Ago
Have scientist try to guess your current location based on where they saw you last
11 Months Ago
Horses: removed the velocityDelta thing when applying forward forces, feels better when moving from gallop to canter after releasing shift
11 Months Ago
backup ruins_e
11 Months Ago
Update ballista icon Changed siege weapon items selection panel
11 Months Ago
Fixed ballista ModularCarAudio.StopTyreAudio NRE
11 Months Ago
Added a fallback blit in cases where TAA is invalid
11 Months Ago
Added the RustTAA shader to the Always Included shaders list
11 Months Ago
Add filename to inspector. Only show save preset button if there's a filename specified. Potential NRE fixes.
11 Months Ago
Manifest
11 Months Ago
Fixed catapult fire interaction available when looking at the wheels
11 Months Ago
Added SiegeWeaponVehicleAudio, inherits from from GroundVehicleAudio Updated BatteringRamVehicleAudio Added wheel audio to all siege weapons
11 Months Ago
Add temporary debug error messages to diagnose the uninitialised component issue.
11 Months Ago
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11 Months Ago
Merge from defaults
11 Months Ago
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
11 Months Ago
Merging new TAA implementation to main
11 Months Ago
11 Months Ago
merge from xmas2024
11 Months Ago
merge from deluxe_christmas_lights_emission/xmas_light_uncrappification
11 Months Ago
Minor horse code cleanup
11 Months Ago
Fixed ballista client loading issue
11 Months Ago
Fixed horse towing ropes not being destroyed when the joint breaks
11 Months Ago
Experiment with dark pie menu colors
11 Months Ago
Fixed ballista choppy 3rd person reloading
11 Months Ago
Horses equipment (armor, shoes, saddle) and speed mods
11 Months Ago
Fixed NotImplementedException on the client when a ragdoll collides with something