199,294 Commits over 4,140 Days - 2.01cph!

8 Days 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)
8 Days Ago
Fixed skin viewer not resetting loaded skin before applying another one
8 Days Ago
Small cleanups left over from a failed experiment
8 Days Ago
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
8 Days Ago
patrol_heli_crash_fix -> main
8 Days Ago
main -> patrol_heli_crash_fixes
8 Days 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
8 Days Ago
main -> snapping_improvments_3
8 Days Ago
merge from new_menu
8 Days Ago
Fixed missing scripts on loading screen prefab
8 Days 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.
8 Days Ago
Missing tag on pressed calls
8 Days Ago
merge from new_menu
8 Days 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.
8 Days Ago
merge from main
8 Days Ago
Rug variants for floating cities
8 Days Ago
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8 Days Ago
merge from nametag_clipping_fix
8 Days Ago
Move useJobs into client code
8 Days Ago
rpg viewmodel anims updated
8 Days Ago
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8 Days Ago
merge from centralized_mutes
8 Days Ago
merge from spraycan_infiniteammo
8 Days Ago
merge from no_build_zone_height_visual
8 Days Ago
merge from reenable_scrappy_damagefx
8 Days Ago
merge from autosave_paintings
8 Days Ago
merge from nametag_clipping_fix
8 Days Ago
Resolve merge UI conflict
8 Days Ago
fix server compile
8 Days Ago
Merge from parent (with UI conflict)
8 Days Ago
UI prefab update before fixing merge conflicts
8 Days Ago
fixed legacy gate missing damage volume
8 Days Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
8 Days Ago
Merge from main
8 Days Ago
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
8 Days Ago
Merge from viewmodel_workshop_fix
8 Days Ago
Fixed guitar rendering twice in workshop skin uploader
8 Days Ago
Merge from main
8 Days Ago
Add Workshop editor to the scene loader Fixed ViewmodelCameraAnimation running incorrectly in this scene (completely disabled now)
8 Days Ago
Adjust shadow fade transition
8 Days Ago
Foliage assets bake
8 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
8 Days Ago
Add graphics.allowThreadedTextureCreation convar (default true) so we can test with threaded texture creation disabled
8 Days Ago
Merge from lighthouse_ladder_climb_fix
8 Days Ago
Merge from censorship_cubes_alt_look
8 Days Ago
Censorship cubes will now be disabled if the player alt looks and we disable the player body Added a new enum based CurrentCensorState getter in ConVar.Global so we don't need to compare ints to check censor state
8 Days Ago
Remove optimized loading from the experimental options menu
8 Days Ago
Skip UI prefabs and skip scanning for additional references in the props prefabs
8 Days Ago
Split the collider on the ladder halfway up lighthouse with a mesh collider that ignores player movement for accurate gunshots but a box collider for player movement Fixes awkward crouching behaviour when trying to crouch through window at top of ladder Workaround applied only to lighthouse version of the ladder_prop, won't apply to it's uses in other monuments
8 Days Ago
merge from new_menu