142,728 Commits over 4,383 Days - 1.36cph!

Today
Reconfigured the LOD Baker GUI to work based on mesh instances with a prefab rather than meshes themselves, as you may want to bake multiple of the same mesh with different materials or transforms
Fix the weird input font
Changed vending machine loot panel over to a light + transparent theme to better go with the rest of the ui
Today
Fixed passed/failed filter text width
Today
Throw if the scoped convar doesn't have a SetOveride (methods)
Today
Fixed scoped convars being case sensitive Failing to find a convar now throws, will fail the test if throwing during SetUp/TearDown or in the test body
Merge from viewmodel_early_disable_fix
Fix issues with third person anims still stopping early on molotov, bandage and syringe
Today
Industrial Storage - added final lowpoly and bakes, rebuilt manifest
Today
exported edited 3p jump animations and added correct jump anim to player animation controller
vendingmachine_ui_refresh -> main
Missed file
Fix 100 issues with the search bar in the sell order creator
Today
merge main -> rust_relay_server
Today
encryption changes
Today
Can now specify clearance zones that will block specific upgrades from being installed if there are deployables in that area.
Today
merge from main
Today
Add null check to fix a NPCShopKeeper.Greeting NRE
Today
closing holes in some apartment complex exterior meshes some extra polish on the set dressing damaged wing of the building toned down vertex color and alpha on glass
Today
Added a test prefab for the LOD Baker tool
Today
update manifest
Today
added defensive upgrade icon
Today
Add generic info panel to inventory, add mortar's range info using the generic panel.
Today
defensive upgrade textures
Today
post-merge compile fix
Today
merge from custom_item_fixes
Today
Dropped item combining now runs the same checks as CanStack Fixes it combining different custom item names & icons and c4 frequencies
Today
merge from main
Today
merge from dragbyangle_rebalance2
Today
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
Today
Update: codegen Tests: none
Today
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
Updated eyelash textures Added eyelashes to femaleaverage model Added femaleaverage to skin set
Today
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
Today
Merge: from main
Today
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
Today
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Today
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Today
Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles
Today
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
Today
Merge from workbench_upgrades
Today
Merge from main
Today
actually tick the save
Today
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
Today
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
Today
merge from main
Today
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
Today
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
Fix suggestions holder overriding the selling item everytime for no reason
Fixed some input box text areas from sometimes being offset to the right whilst typing in them