142,090 Commits over 4,383 Days - 1.35cph!

5 Minutes Ago
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
5 Minutes Ago
Hide skirt skinning
5 Minutes Ago
moved ScopedOcean from TestFixture->RustTestFixture
11 Minutes Ago
Update: useful bits from the first failed StableObjectArray conversion It ended up being too pervasive for my liking, going to try a simpler approach Tests: compiles as part of rewrite, but none otherwise
14 Minutes Ago
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
31 Minutes Ago
Prisoner hood overlay fixes
44 Minutes Ago
56 Minutes Ago
removed old test fixture api usage
58 Minutes Ago
merge from console_uparrow_fix
59 Minutes Ago
Fixed console auto complete preventing you to go through the history when open
1 Hour Ago
Fix budget being treated as seconds despite being miliseconds
1 Hour Ago
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
1 Hour Ago
merge from playerboat_tests
1 Hour Ago
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1 Hour Ago
Merge from main
1 Hour Ago
Merge from water_well_B_spawn_fix
1 Hour Ago
Fixed food cache not spawning in water well B
1 Hour Ago
Testing changes to Jenkinsfile
1 Hour Ago
Fixed client convars with an empty default value showing as [?]
1 Hour Ago
merge from convar_defaultvalue_fix
1 Hour Ago
merge from main
1 Hour Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
1 Hour Ago
Sit visuals correctly
1 Hour Ago
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
1 Hour Ago
1 Hour Ago
Removed the loading thingy, few more adjustments
1 Hour Ago
Added electric furnace to the skin viewer
2 Hours Ago
merge from automated_testing
2 Hours Ago
Update all tests to call the base SetUp Removed KillAllEntitiesInRadius calls
2 Hours Ago
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
2 Hours Ago
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown Fixes entities leaking from tests
2 Hours Ago
Add a twist relax slider for hand IK
3 Hours Ago
Add offset to left hand IK
3 Hours Ago
Update: StableObjectArray now exposes stable index lookup map (needed for transform access array jobs) - moved NativeArrayEx to Facepunch.UnityEngine plugin, enabled unsafe code, added Unity.Collections dep Tests: none, code is in the middle of breaking rewrite
3 Hours Ago
replaced missed topology usage
4 Hours Ago
replace topology query in road terrain modification with type query
4 Hours Ago
exported edited 3p beanbag anim and set to loop
4 Hours Ago
Updated mortar animation clip naming and added 3 reloads at different heights
4 Hours Ago
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab) - no middle segment spawning - need to do more work on defining bridge points and adjusting paths to align better
4 Hours Ago
Clean: dead test code removal Tests: compiles
4 Hours Ago
Skin pass for hide poncho
4 Hours Ago
Update: conversion to StableObjectArray - step 2, WaterLevel tests Tests: ran WaterLevel unit and perf tests
4 Hours Ago
Merge from workbench_upgrades
5 Hours Ago
Export the test list before running the tests from the pipeline
5 Hours Ago
merge from main
5 Hours Ago
Merge from main
5 Hours Ago
Parachute backpack skinning pass
5 Hours Ago
merge from itemslist_search_improvements
5 Hours Ago
Improved search in item list, typing 'wood' will show the wood item first
5 Hours Ago
exported 3p boat sterring anim and added to player animation controller