143,750 Commits over 4,413 Days - 1.36cph!

3 Hours Ago
Skin bundle update (rebuilt on Unity 6)
- Add broken item support to vending sell orders - Add support to fake inventory as well
Today
Move DDraw DebugSkin out of Resources/ and attach it directly to MainCamera.prefab
Today
Fix typo that would cause scientists to not rotate properly towards their target
Today
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
Make 'sold out' look less ass
Entering a higher number than in stock automatically lowers the number to max available stock like it used to
Missed file
- Only play animations when adding to the existing orders list - Add 'modify' and 'discard' buttons when modifying an existing sell order. Makes it very clear what you're doing
Today
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro
Today
Budget NPCNetworking with fsm, senses etc
Today
Only send entity update when new state is different from old state in NPCNetworking
Today
Cache agent from TryGetAgent
Today
Mega hack to bypass the PlayerUpdateCanvases call when unity renders the realtime cubemap, saving some time wasted on UI for nothing
Today
Cache isScientistNPC and sense component in rustNavMeshAgent enable
Today
Add C# bindings for recast corridor
Today
Merge from terrain_lowering_nms_large_cave
Today
Enable terrain lowering on nuclear missile silo and large cave sewers
Today
merge from main/workbench_upgrades
Today
workbench upgrade soujnds
Today
merge from main
Today
Fix blueberry plant because my local git repo decided the file wasn't changed when it was so it was working for me and broken for everyone else
Today
merge from automated_testing
Today
Fixed automated test prefabs being shipped to the client bundles
Today
Phrase contexts
Today
Phrases update
Today
Bugfix: rewrite fuzzy circular buffer to prevent gradual poisoning of the pool (hurt my brain) Lost a bunch of perf(loses a bit to CircularBuffer in some tests, wins in others), but the spills are now minimal. AllocDeallocST - Avg: 0.79ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 4.03ms, Created: 22(0.07%) Spilled: 25(0.08%) AllocDeallocMTLongLived - Avg: 3.84ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.96ms, Created: 0 Spilled: 0 Tests: ran all unit and perf tests.
Yesterday
merge from deepsea_loot_balance
Yesterday
Rewrote the AI generated deep sea convar descriptions because holy yapping
Yesterday
Merge from weapon_refresh_salvaged_cleaver
Yesterday
merge from deepsea_loot_balance
Yesterday
Tweaked deepsea rhibs loot, less guns, removed the common scientist loot (pickaxe, green card, flares)
Yesterday
Fixed deep sea sulfur ore fields respawning metal
Yesterday
merge from main
Yesterday
First pass of a raiding test recorder
Yesterday
Added Salvaged Cleaver sounds
Yesterday
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Yesterday
Merge from Main
Yesterday
merge from main
Yesterday
merge from computer_station_IO
Yesterday
remove debug log
Yesterday
computer station only draws power from batteries when in use.
Yesterday
merge from main
Yesterday
Merge from 3p_spectator_improvements
Yesterday
Fix fucked up local playermodel if respawning after having changed to third person view whilst the local player is dead
Yesterday
Merge from main
Yesterday
Vending name max limit = 32
Yesterday
merge from main
Yesterday
Set character limit of 4 for all vending admin/purchase input boxes
Yesterday
fix workshop emission intensity getting/setting