137,519 Commits over 4,474 Days - 1.28cph!

1 Year Ago
Add Ians new rotation script, update automated render script
1 Year Ago
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
1 Year Ago
remove twitch drops and weekly skin old files
1 Year Ago
clarified water trace setup
1 Year Ago
Added toolbar extender
1 Year Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
1 Year Ago
snapping_improvements_3 -> main
1 Year Ago
General snapping changes to computer station and rivals desk
1 Year Ago
Medical syringe animation update - inject self
1 Year Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
1 Year Ago
Remove new snapping from large planter
1 Year Ago
Merge from main
1 Year Ago
Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
1 Year Ago
Fixed skin viewer not resetting loaded skin before applying another one
1 Year Ago
Small cleanups left over from a failed experiment
1 Year Ago
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
1 Year Ago
patrol_heli_crash_fix -> main
1 Year Ago
main -> patrol_heli_crash_fixes
1 Year Ago
Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene
1 Year Ago
main -> snapping_improvments_3
1 Year Ago
Fixed missing scripts on loading screen prefab
1 Year Ago
- Added the Rust Render Pipeline package to start testing it within the main project. - Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
1 Year Ago
Missing tag on pressed calls
1 Year Ago
Further basic cannon functionality for prototype/playtest purposes: Add basic hold-to-reload radial menu behaviour to cannons. 4 second reload duration. Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
1 Year Ago
merge from main
1 Year Ago
Rug variants for floating cities
1 Year Ago
merge from nametag_clipping_fix
1 Year Ago
Move useJobs into client code
1 Year Ago
rpg viewmodel anims updated
1 Year Ago
merge from centralized_mutes
1 Year Ago
merge from spraycan_infiniteammo
1 Year Ago
merge from no_build_zone_height_visual
1 Year Ago
merge from reenable_scrappy_damagefx
1 Year Ago
merge from autosave_paintings
1 Year Ago
merge from nametag_clipping_fix
1 Year Ago
Resolve merge UI conflict
1 Year Ago
fix server compile
1 Year Ago
Merge from parent (with UI conflict)
1 Year Ago
UI prefab update before fixing merge conflicts
1 Year Ago
fixed legacy gate missing damage volume
1 Year Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
1 Year Ago
Merge from main
1 Year Ago
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
1 Year Ago
Merge from viewmodel_workshop_fix
1 Year Ago
Fixed guitar rendering twice in workshop skin uploader
1 Year Ago
Merge from main
1 Year Ago
Add Workshop editor to the scene loader Fixed ViewmodelCameraAnimation running incorrectly in this scene (completely disabled now)
1 Year Ago
Adjust shadow fade transition
1 Year Ago
Foliage assets bake
1 Year Ago
Merge from trimmed_asset_warmup/scene_warmup