197,738 Commits over 4,140 Days - 1.99cph!

2 Days Ago
Update connect modal design
2 Days Ago
patrol_heli_revision_fixes -> main
2 Days Ago
Fixed weird recursive patrol -> orbit state issues Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
2 Days Ago
merge from main
2 Days Ago
Added a button to reset the timescale to 1 in the Rust Editor window Also added a new menu item to open that window: Tools/Rust Editor
2 Days Ago
added missing effects update on batched projectiles and retiring into the prefab pool
2 Days Ago
Fixed argument mismatch on one of the auto turret tests
2 Days Ago
clear static test field in pet-test teardown
2 Days Ago
Codegen
2 Days Ago
Resolved auto turret merge conflicts
2 Days Ago
Clean: simplify previous bugfix Tests: ran the unit test
2 Days Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
2 Days Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
2 Days Ago
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2 Days Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
2 Days Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
2 Days Ago
Dont try and flee to a monument if you're already inside one (improved)
2 Days Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
2 Days Ago
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
2 Days Ago
updated the diy hammock from blockout to finalised mesh and textures
2 Days Ago
merge from main (AutoTurret.Server conflicts)
2 Days Ago
Store DLC tab wip
2 Days Ago
Restored UIBackgroundBlur-IngameMenu mat
2 Days Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
2 Days Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
2 Days Ago
Use plane height for random restricted patrol size destinations and flee positions
3 Days Ago
fixed abyss skin item def being null (wrong reference name)
3 Days Ago
Fixed store overlay cart button styling when the pack is owned
3 Days Ago
rebake CraggyIsland water and height maps - resolves "water holes"
3 Days Ago
Store overlay pages auto cycling
3 Days Ago
phrases
3 Days Ago
merge from autoturret_optim (fixes)
3 Days Ago
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
3 Days Ago
merge from FrontierGate_Token
3 Days Ago
merge from store-june-2025
3 Days Ago
"View in inventory" button leads to the new item after opening a crate
3 Days Ago
Merge: from main
3 Days Ago
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc Think all server-side logic has been ammended Tests: builds in editor C+S
3 Days Ago
Added navigation url support to steam inventory
3 Days Ago
Update: AutoTurret.nextAmmoCheckTime -> double Tests: builds in editor C+S
3 Days Ago
Update: AutoTurret.nextForcedAimTime -> double Tests: builds in editor C+S
3 Days Ago
Merge from parent
3 Days Ago
added workshop source locker that has shelves and doors
3 Days Ago
Reduced flickering from dropped flares Completely remove flickering if limit flashing option is enabled
3 Days Ago
Remove temp testing walkways
3 Days Ago
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
3 Days Ago
Possibly fixed simple floating platforms flipping
3 Days Ago
Fixed SimpleFloatingEntity running logic if no players are nearby
3 Days Ago
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy) Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
3 Days Ago
Merge from parent