141,346 Commits over 4,383 Days - 1.34cph!

3 Hours Ago
renames for wall tiles mosaic textures
4 Hours Ago
merge from playerrigupdate2
4 Hours Ago
Material updates Beard textures
4 Hours Ago
Bunch of UI/UX wip for prototype techtree
4 Hours Ago
some cleanup post merge
5 Hours Ago
main -> console_quickjoin_fix
5 Hours Ago
Move PlayerJoin to UIConnection instead Connect just sends values over to UI rather than through a wrapper method
5 Hours Ago
Fix blurry radtown sign once again, regressed during naval texture optimizations
5 Hours Ago
Change Unlock button text to say Prototype when prototype will be used. Added static strings for both.
5 Hours Ago
merge from main
5 Hours Ago
Don't show the path to a selected node if we have prototype, to show the path won't be unlocked too.
5 Hours Ago
Merge from Main
5 Hours Ago
Workbench NRE fix
6 Hours Ago
Added prototype upgrade item. Visual placeholder prefab. Placeholder positioning. Add item setup for all workbenches.
6 Hours Ago
Handled disabling the shadow caching convar when exiting play mode and changed default light cookie textures to be loaded via resources instead of being serialized on LightLOD components
6 Hours Ago
prototype initial implementation
Today
Merge: from serverprofiler_recordscope_pause - Update: ServerProfiler recorder scopes can be paused/resumed (but needs more work on export side, looks bad) - Bugfixes for recorder scopes corrupting memory and breaking perfsnapshot Tests: unit tests + recorded a multiframe coro with recorder scope + perfsnapshots
Today
Merge: from main
Today
Slots
Today
Added custom workbench upgrade loot panel. Supports dynamic/varying upgrade slot counts per workbench type.
Today
Updating skinning for female legs
Today
Set upgrade limits to 4,5,6 for now
Today
merge from new_texture_suffixes_naming_convention
Today
Add lootpanel.workbench_upgrades. Hook it up to all 3 workbenches.
Today
merge main -> rust_relay_server
Today
Fixing arm skinning for female player model
Today
Merge from terrain_renderer (culling ConVar)
Today
Merge from main
Today
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Today
Merge from main
Today
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
Today
Make terrain culling ConVar accessible
Today
Merge from main
Today
Disable VM broadcast option Route vm admin to a control panel
Today
Can now paint the sign while interacting with the rentable shop
Today
Merge from main
Today
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
Today
Change contact image render to WaitForEndOfFrame coroutine
Today
Make apartment entity class partial for codegen
Today
update apartment_complex_monument/prototype
Today
merge from main -> apartment_complex_monument
Today
Remove logging because it's annoying even if it's editor only when it prints out 100+ items, instead opt for a command `printitemtax`
Today
Made logging editor only
Today
.meta files
Today
Add purchase price for apartments (placeholder values)
Today
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
Today
Apply tax to hqm & sulfur
Today
Add code to support taxing the items inside apartment rooms - only need to configure tax on base items like HQM and sulfur - it will calculate the amount of sulfur + HQM inside crafted items based on the ingredients and apply the respective tax to each derived item - example: sulfur = 30 scrap / stack, gunpowder = 60 scrap / stack & rockets = 117 scrap / stack - can override the tax for a crafted item if needed
Today
Moved neon signs into generic props folder. Started first pass of texturing + material setup. Proper art for "open" neon sign. Rest is WIP.