143,392 Commits over 4,383 Days - 1.36cph!

4 Minutes Ago
FX debug setup. Alt ammo prefabs.
4 Minutes Ago
Refactor to GetInstalledUpgradeMods.
13 Minutes Ago
merge from main
20 Minutes Ago
merge from mortar_prototype
21 Minutes Ago
merge from playerboat_testfix
21 Minutes Ago
Add placeholder sound effects to mortar shots
21 Minutes Ago
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
23 Minutes Ago
Unify naming conventions, everything is now called RustNav
24 Minutes Ago
marketplace set dressing - some more iterating, more work needed on front street end
41 Minutes Ago
Merge: from sanitize_specatating_players - Bugfix for NRE spam when spectate mods don't correctly setup spectating Tests: none, trivial change
42 Minutes Ago
Bugfix: ServerOcclusion - add defensive checks for suspected spectate mods The mods should be fixed, but at least it won't put servers in a weird state. Tests: none, trivial change
45 Minutes Ago
Update error messages to mention the command line argument rather than the convar
48 Minutes Ago
- Fixed binocular overlay from sticking around on reconnect - Fixed binocular overlay firing material changes into plastic
51 Minutes Ago
Fixed WorkshopCameraKeybindAnchor still using old input system Updated WorkshopEditor scene to remap the inputs
51 Minutes Ago
Merge from main
56 Minutes Ago
merge from automated_testing
58 Minutes Ago
Didnt save
1 Hour Ago
Fix mortar indicator not cleaning up on disconnect
1 Hour Ago
Merge from Main
1 Hour Ago
New Sounds added for the Salvaged Cleaver refresh
1 Hour Ago
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
1 Hour Ago
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
1 Hour Ago
main -> server_browser_update_2
1 Hour Ago
fix dodgy merge
1 Hour Ago
binoculars_fix -> main
1 Hour Ago
Merge from workbench_upgrades
1 Hour Ago
Add poolable to upgrade visuals
1 Hour Ago
- Codecleanup - New binocular effects toggle at night
1 Hour Ago
Flagged tests that need to be ignored by CI
1 Hour Ago
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line CI testlist is generated when we generate the regular test list Tests can be excluded from CI with the ExcludeFromCI attribute Test parameter can be filtered too with FilterForCI in TestParameterSource
1 Hour Ago
Do not build the unity navmesh when in recast mode
1 Hour Ago
Assert inside all recast methods that the useUnityNavmesh is false
1 Hour Ago
Progress on parquet floor (replacing concrete floor) in penthouse apartment
1 Hour Ago
Fix generic overlay scaling causing mortar UI to scale the wrong way
1 Hour Ago
Add reset static fields to base screen shake
2 Hours Ago
merge from main
2 Hours Ago
Quick icon panel cleanup. Static RPC guard.
2 Hours Ago
merge from main
2 Hours Ago
merge from placement_ignoreentity
2 Hours Ago
Added an ignore entity field to Construction.Placement that can be used by socket mods down the line This allows us to ignore the entity being upgraded/reskinned when running SimpleUpgrade::IsUpgradeBlocked. Fixes large furnace reskins always failing
2 Hours Ago
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
3 Hours Ago
mortar anim updates
3 Hours Ago
Merge from SalvagedRecycle - Fixed salvaged workbench upgrade not recycling into anything
3 Hours Ago
- Stop unity complaining about main tex - Ensure ping markers show up
3 Hours Ago
Fixed salvaged workbench upgrade not recycling into anything
3 Hours Ago
marketplace set dressing backup
3 Hours Ago
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
3 Hours Ago
Updated Freestanding Sink Prop Textures
3 Hours Ago
Move mortar shell visual to the prop bone on mortars
3 Hours Ago
Fix cases where rotation could still be using recast in unity mode