162,425 Commits over 4,597 Days - 1.47cph!

6 Days Ago
Rust XCOM: turn wall finished sides to face into the rooms
6 Days Ago
Rust XCOM: place the exit ramp from the doorway down to the ground, drop black foliage props
6 Days Ago
Rust XCOM: use the game's sleeping gesture for beds
6 Days Ago
Rust XCOM: armoury and runtime characters, loadouts, rock melee, overwatch, research, crafting, beds, hatches, exit ramp, chopping, hunting, terrain
6 Days Ago
Rust XCOM: regenerated scenes, storey-split monument, doors, clan table and loot bag
6 Days Ago
Rust XCOM: hide props standing on cut-away roofs
6 Days Ago
Rust XCOM: open back door leaf only, tidy squad panel, deploy sound event
6 Days Ago
Rust XCOM: camera controls, firing/death anims, storey cutaway, cover fix, holographic tiles, loot drops, persistent squad, food, clan table, doors, patrols, fishing village music
6 Days Ago
Rust XCOM: regenerated scenes with audio, economy and cutaway
6 Days Ago
Rust XCOM: explain what bench and furnace rooms do
6 Days Ago
Rust XCOM: cut away anything directly above units
6 Days Ago
Rust XCOM: resources economy, repeatable raids with loot, music and sound, roof cutaway, cover pass, battle cam, combat callouts
6 Days Ago
Rust XCOM: regenerated scenes, characters, effects, building grades and trees
6 Days Ago
Rust XCOM: tree line on the squad's flanks only
6 Days Ago
Rust XCOM: keep woodland out of the opening camera view
6 Days Ago
Rust XCOM: greener ground, clearer opening view, tidy end screen
6 Days Ago
Rust XCOM: above-ground base from Rust building pieces, twig to metal upgrades, forest clearing
6 Days Ago
Rust XCOM: base to mission flow, Rust-styled UI, surface and tree line, lighting pass
6 Days Ago
Rust XCOM: Rust characters from game wearables, animated by the game's player controller
6 Days Ago
Rust XCOM: generated Oxum's mission scene and baked monument
6 Days Ago
Rust XCOM: drop Oxum's to ground level, skip meshes with broken shaders
6 Days Ago
Rust XCOM: Oxum's tactical mission - grid, units, turns, AI, UI
6 Days Ago
Rust XCOM: shared visual baker with collider support, Oxum's scene builder
6 Days Ago
Rust XCOM: generated base scene, visual prefabs and room kits
6 Days Ago
Rust XCOM: outline selection highlight, closer camera
6 Days Ago
Rust XCOM: runtime assembly must not be editor-only
6 Days Ago
Rust XCOM: base screen scripts and scene builder
6 Days Ago
Prototyped customisable arrow skins (vintage target archery) with name labels auto-generated from player name, and customisable fletching colours. Both stay permanent after arrows shot. Customisation can be cleared by player. All working in-game. Customisation station (fletching jig), customisable nock colour, UI etc. planned but not started yet.
6 Days Ago
Allow hand placing scientists cover/peeks in play mode, baking the navmesh in editor so it can save ai zone polys as well
6 Days Ago
Merge branch 'unity_6.3.28'
6 Days Ago
Update: update actions to use 6000.3.28x1-1
6 Days Ago
Merge branch 'unity_6.3.28' of Rust into unity_6.3.28
6 Days Ago
Clean: auto-delete of stale meta file
6 Days Ago
Changeset: 170528 Update: a couple more sprites that had meta changes
6 Days Ago
Changeset: 170527 Update: automatic package upgrades
6 Days Ago
Experiment with a toggle to keep sensitivity consistent across all weapons
6 Days Ago
Export held entities, distance flares, particle effects, and more animations
6 Days Ago
Fixing server runtime tests
6 Days Ago
Added 40MM Incendiary Grenade Prototype
6 Days Ago
Added a Flashbang Ammo Indicator to the 40MM Flashbang Grenade
6 Days Ago
Merge branch 'main' into sleepingbag_stuck_respawn_fix
6 Days Ago
Merge branch 'UZI_9mm'
6 Days Ago
Codegen
6 Days Ago
Added 40MM Flashbang Grenade Icon
6 Days Ago
Merge branch 'main' into UZI_9mm
6 Days Ago
Merge branch 'storageadaptor_pooling_fix'
6 Days Ago
Fixed storage adaptor showing "Requires power to sort" when powered, pooling bug
6 Days Ago
Merge branch 'new_phone_conversations'
6 Days Ago
Unfuck merge
6 Days Ago
Added "clearId" argument to all ddraw shapes / labels; they behave the same way "destroyId" works in CUI elements; it first clears all elements with a provided ID before drawing the object, codegen