146,747 Commits over 4,444 Days - 1.38cph!

2 Days Ago
Added metal/gloss map for pixie cut style as material block forces it to be too shiny without one Reduced lod textures from 512>256
2 Days Ago
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2 Days Ago
- Added the RRP volumes for all color grading post process volumes and configured most of their settings - Updated the player_preview to include the new effects - color grading prefab - Updated the ClimateOverlay script to be compatible with both BRP and RRP volumes
2 Days Ago
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2 Days Ago
Fixed a steam DLC and Frontiersman full screen store pages background being set as a texture instead of sprite They arent loading since Unity 6 because they're part of a spriteatlas
2 Days Ago
Add editor shortcut for selecting prefab root asset from a selected prefab instance
2 Days Ago
Don't recent the targeting area on the final impact location when position is calculated, keep it at the last target location. Instead, show a map debug icon at the exact final location for testing.
2 Days Ago
Fixed keybind reset button not working
2 Days Ago
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2 Days Ago
convert sculpting controller to us InputSystem
2 Days Ago
Generic popup button size tweaks
2 Days Ago
Restored save loadout popup
2 Days Ago
Split EvaluateCrashSpot into sub functions ready for further changes. Add profiling to each.
2 Days Ago
Merge from main
2 Days Ago
merge fixes
2 Days Ago
Move cheaper check up
2 Days Ago
Prefab and COL for first, undamaged state of industrial barricade
2 Days Ago
merge from christmas2025_DLC/ice_sculptures for code changes
2 Days Ago
Add debug logging behind a convar for satellite crash location calculations
2 Days Ago
Merge from main
2 Days Ago
Metas galore
2 Days Ago
merge from main
2 Days Ago
Merge: from main Need to rebuild Rust.SourceGenerator
2 Days Ago
Merge from main
2 Days Ago
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2 Days Ago
merge from m16a2 (empty magazine reload animation)
2 Days Ago
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2 Days Ago
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
2 Days Ago
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2 Days Ago
Merge from apartment complex to bring work over
2 Days Ago
WIP on industrial barricades before switching branches
2 Days Ago
apartment complex s2p
2 Days Ago
deploy updates on 3p animation content
2 Days Ago
merge from PlayerRigUpdate2
2 Days Ago
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2 Days Ago
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
2 Days Ago
Applied the new melee weapon subsystem to the diver torch The skull torch was a variant so it was already using the new subsystems Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem) TODO: remove corresponding states and parameters on the player animator
2 Days Ago
Charity plushies setup
2 Days Ago
Merge from main
2 Days Ago
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
2 Days Ago
Show time remaining for rent in the vending machine storage loot panel
2 Days Ago
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
2 Days Ago
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
2 Days Ago
Fixed wanted posters clearing the name when entering the deep sea
2 Days Ago
Simplified the "Deployable Snapping" dropdown to just two buttons
2 Days Ago
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
2 Days Ago
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
2 Days Ago
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen