142,606 Commits over 4,383 Days - 1.36cph!

5 Minutes Ago
Add generic info panel to inventory, add mortar's range info using the generic panel.
14 Minutes Ago
defensive upgrade textures
14 Minutes Ago
post-merge compile fix
15 Minutes Ago
merge from custom_item_fixes
16 Minutes Ago
Dropped item combining now runs the same checks as CanStack Fixes it combining different custom item names & icons and c4 frequencies
18 Minutes Ago
merge from main
20 Minutes Ago
merge from dragbyangle_rebalance2
29 Minutes Ago
Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
31 Minutes Ago
Update: codegen Tests: none
35 Minutes Ago
Bugfix: fix invalid index assigned to a projectile on projectile removal from cache Copy paste mistake, happy we got unit tests Tests: ran ProjectileTests.TestConsistency - it passes
47 Minutes Ago
Updated eyelash textures Added eyelashes to femaleaverage model Added femaleaverage to skin set
48 Minutes Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
50 Minutes Ago
Merge: from main
54 Minutes Ago
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles
1 Hour Ago
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
1 Hour Ago
Merge from workbench_upgrades
1 Hour Ago
Merge from main
1 Hour Ago
actually tick the save
1 Hour Ago
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
1 Hour Ago
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
1 Hour Ago
merge from main
2 Hours Ago
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
2 Hours Ago
Update(tests): add TestMovePlayer - bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer - added more docs to StableObjectArray Tests: ran new unit test
2 Hours Ago
Fix suggestions holder overriding the selling item everytime for no reason
2 Hours Ago
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
3 Hours Ago
Use hud input instead
3 Hours Ago
Prevent clicking in a vending entry input field from using a hotbar weapon
3 Hours Ago
merge from lightfixture_refresh_recovery
3 Hours Ago
merge from custom_item_fixes
3 Hours Ago
created and added gibs for protoype and defensive upgrades - updated visual prefabs
3 Hours Ago
Fix custom item icons / names not getting preserved when splitting a stack of items Prevent items with different custom icons / names from stacking together Fix regular icon being used instead of custom when dragging item from the splitter UI
3 Hours Ago
Merge from main
3 Hours Ago
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player
3 Hours Ago
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
3 Hours Ago
io table too
3 Hours Ago
added gibs for accelerated and range upgrades added collision for accelerated, range, defensive and prototype
4 Hours Ago
Updating skinning for shorts
4 Hours Ago
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
4 Hours Ago
Setup remaining item->visual links
4 Hours Ago
Updating tank top skinning
4 Hours Ago
Updating skinning for male underwear
5 Hours Ago
merge main -> rust_server_relay
5 Hours Ago
merge from main
5 Hours Ago
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
Today
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Today
Added an example OneShotAnimationSubSystem for handling event driven animations
Today
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)