140,664 Commits over 4,352 Days - 1.35cph!

Today
Hooked up fishing anims in main player animator
Today
More fluors.
Today
Bowless Crossbow - first viewmodel iteration
Today
Reduced brick size on Kiosk F. Added shutters for rentable shop A, D, E, F (wip)
Today
setting up salvaged hammer refresh viewmodel prefabs/animations
Today
merge rust_relay_server -> main
Today
Bugfix(tests): fixup ServerProfiler tests that are sensitive to type hierarchies - release binaries from a496e80e Tests: ran ServerProfilerTests
Today
merge main -> rust_relay_server
Today
Merge from improved_network_groups
Today
Add additional logging for websocket connection
Today
Bug fixes for checking visibility across different network group layers when they have different cell sizes
Today
Buildfix(tests): all modes compile Tests: clicked through all modes
Today
Clean(tests): rest of Assembly-CSharp-Editor.dll tests restructure Just gotta make sure all platforms build and check if unit tests pass Tests: none
Today
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Today
Audio file changes and added inventory sounds
Today
merge from new_console-ui
Today
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Today
Scene backup. Related light materials tweaks.
Today
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Yesterday
Merge from worldpositiongenerator_optimise_2
Yesterday
Rename timewarning sample name
Yesterday
Merge: from main
Yesterday
merge from new_console-ui
Yesterday
Console entries can have 8192 characters max
Yesterday
Merge: from useplayerupdatejobs3 - Bugfixes for dynamically enabling Jobs 3 mode Tests: unit tests + switched Jobs 2 -> 3 on Craggy in editor
Yesterday
Bugfix: ensure AntiHack states are properly expanded when going from Jobs 2 to Jobs 3 Tests: sanity test on craggy in editor, switched Jobs 2 to 3
Yesterday
generate icon
Yesterday
Clean: one more unnecessary playerCache passing Tests: compiles
Yesterday
merge from wakeaiz_tickrate_optim
Yesterday
further decrease wakeaiz tickrate and added jitter, we don't need to tick every fixed update for players entering such giant volumes
Yesterday
Bugfix: ensure SpeedhackStates and FlyhackStates have sufficient storage - remove playerCache propagation where we already pass a ReadOnlySpan Tests: ran unit tests
Yesterday
Merge from main
Yesterday
Cleanup stuff used for testing. Seems okay.
Yesterday
Handle missing LastGroundedPosition in cache add/removal
Yesterday
Replicated vars are shown as [SHARED] Rcon vars are now visible in editor as [RCON] Empty default values are hidden in the autocomplete as well Some refactoring/clean up so the command list and autocomplete share the same styling and visibility rules
Yesterday
Old fluors.
Yesterday
BC - handle null root chain entries and chains that have no nodes
Yesterday
merge from bc_null_chain_fix
Yesterday
merge from waterwheel_deployable
Yesterday
remove debugging ddraw, compiler issue
Yesterday
merge from waterwheel_deployable
Yesterday
Add condition to waterwheel item, retained when picked up
Yesterday
Fixed stalls when pasting something in the console input field. We now defer auto completion to the next frame, so all new characters added in a frame aren't tested (like the old console)
Yesterday
fix missing ! from refactor
Yesterday
merge from main
Yesterday
replaced single doors with double doors in apartment complex
Yesterday
Fixed Scrollbar OnBeginDrag and ClickRepeat not taking into account additional hitboxes, causing jitters depending on where you click Reconnected all scrollbars to their prefabs and tweaked the hitboxes
Yesterday
merge from main
Yesterday
manifest
Yesterday
4k armoured ladder hatch textures