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139,172 Commits over 4,505 Days - 1.29cph!

Today
Fix compile errors from the merge
Setup a system for fixed square cells in flex grids, so theres no need to compute gap and column count to get it exactly square
Today
Adding hide events for glass ak magazine
Today
Merge navpos
Today
Fix tiger charging forever at the bottom of vine trees
Today
merge from abyss torch updates branch
Today
merge from waterpipe_spawning_rework - Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable - Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument - Lessened restrictions on terrain when determining where the pipes can spawn - Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
Today
tweak numbers for generation distances
Today
Glass AR - fixed worldmodel sorting issues with other in game glass objects
Today
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
Today
Merge: from vehicle_pooling - Buildfix for BallistaGun
Today
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
Today
cleanup and set values to palce pipes closer together, still only 20 on 4k map
Today
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
Today
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
Today
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Deleted erroneous vm_flashlight prefab
Today
Merge: from hackweek_unsafescriptingaccess - New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1) Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
Today
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
Today
merge from vehicle pooling
Today
merge from main
Today
a lot more resets for vehicles, undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts. add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
Today
worldmodel and static prefabs updated with new model
Today
Update: mark UseMultithreadedScripting explicitly defaulted to enabled It kept disabling it despite underlying var being enabled Tests: booted into craggy, looked at var state in console
Today
initial pass at reworking how pipes spawn along roads
Today
Update: codegen Tests: none
Today
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
Today
Clean: unify style, add comments Tests: none, trivial changes
Today
Merge from launchsiren
Today
Fixes
Today
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
Today
Clean: missed meta file deletion Tests: none, trivial change
Today
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
Tiles setup
Today
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
Today
Merge: from main
Today
icon transparency tweaks
Today
fixed pools, re-rendred glass ak icon with slight rotation tweaks
Today
Update: re-enable the feature for clients as well - add editor only RustNative_Editor - rewrapped the code behind UNITY_ASSERTIONS Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere
Today
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
Today
Skull Wall Torch - added final LOD0 and WIP textures
Today
Merge from medical_honey_bandage
Today
Merge from main
Today
Merge from steam_input
Today
merge from main
Today
adjusted berry collectable bushes to be more forgiving noticed that blue berry collectible had 2x more lod fields that were unnecessary and were also conflicting each other which may have caused it lod'ing too early all berry bushes have matching distances now
Today
VDF fixes
More UI WIP
Today
Customiser block out animation set
Today
viewmodel prefab update
Today
merge from darts_leaderboard_fixes