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139,642 Commits over 4,383 Days - 1.33cph!

Just Now
merge from PlayerRigUpdate2/Hair_Fixes
4 Minutes Ago
Update manifest.asset
9 Minutes Ago
Codegen
9 Minutes Ago
Codegen
12 Minutes Ago
Some niche fixtures that I missed. Scene
13 Minutes Ago
merge from main -> apartment_complex_monument
14 Minutes Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
15 Minutes Ago
Add apartment vendor to monument
16 Minutes Ago
16 Minutes Ago
Fix apartment room prefabs
16 Minutes Ago
Configure apartment vendor
17 Minutes Ago
Conversation
17 Minutes Ago
More functionality and fixes
56 Minutes Ago
Lumberjack entity pickaxe fixes - fixed z fighting issues - updated lod settings - updated holstered position to fix clipping
1 Hour Ago
Renamed bitumen roof, window atlas and glass block textures to use new naming conventions
1 Hour Ago
Male head re-exports to fix lods missing extra UV channels
1 Hour Ago
Merge: from main
1 Hour Ago
Merge: from triggerparent_jobs_isinside - Buildfix Tests: built server locally
1 Hour Ago
Clean: add a reference to unity's issue tracker Tests: none, trivial change
1 Hour Ago
Buildfix: use JobHandle.IsValid extension instead of comparing to default directly - add the above extension Tests: built server locally
1 Hour Ago
1 Hour Ago
Apartment vendor conversation
1 Hour Ago
ApartmentBuilding.cs implements actual logic ApartmentVendor.cs checks
1 Hour Ago
Add conversation conditions for being able to rent, upgrade or checkout from your apartment rooms - filter based on enum size of room - add support in inspector for the new conditions Couple small improvements to the conversation dialog graph - show "Invert" checkbox below condition value - add left margin so the condition vs action is clearer Evaluate condition conditions inside ApartmentVendor so the functions aren't buried inside ConversationData.cs
1 Hour Ago
Fixed the issue with not being able to get the near plane for cached spot light shadows
2 Hours Ago
Update: turn GamePhysics.DefaultMaxResultsPerQuery into a server var - breaking API changes for GamePhysics.CheckSpheres, CheckCapsules, EnvironmentManager.Get - Ran codegen Tests: none, trivial change
3 Hours Ago
merge from playerrigupdate2
3 Hours Ago
renamed new binocular texture sets to conform to the new standard
3 Hours Ago
add menu option for no power to show computer cant work without, add item info for power draw
3 Hours Ago
Disabled base layer AO in plywood painted mat to remove weird shadows. Additional shop neon sign
3 Hours Ago
Fixed NRE in pants.knightarmour
3 Hours Ago
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
3 Hours Ago
Fixed the variance shadow map filtering for cached shadows
3 Hours Ago
merge from playerrigupdate2
3 Hours Ago
Remove "todo" comment
3 Hours Ago
Rename overrideDirection to overrideDirectionWS to make space clearer
3 Hours Ago
Akin pass for scarecrow outfit
3 Hours Ago
Fix rotation treating navspace as worldspace in move()
3 Hours Ago
*Fix nav sample not respecting parent navmesh transform for fallback physics query *Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
3 Hours Ago
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3 Hours Ago
Converted the min and max framerate settings for cached shadows to convars as they shouldn't be set per light
4 Hours Ago
setup 3p/world model anims for crossbow bowless weapon
4 Hours Ago
Fix workbench inventory eating scrap
4 Hours Ago
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
4 Hours Ago
Merge from new_achievements_apr26
4 Hours Ago
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
4 Hours Ago
merge from main
4 Hours Ago
Fixed baked AO in painted trims due to new option added
4 Hours Ago
merge from split_dump_command