161,966 Commits over 4,597 Days - 1.47cph!
Rust XCOM: explain what bench and furnace rooms do
Rust XCOM: cut away anything directly above units
Rust XCOM: resources economy, repeatable raids with loot, music and sound, roof cutaway, cover pass, battle cam, combat callouts
Rust XCOM: regenerated scenes, characters, effects, building grades and trees
Rust XCOM: tree line on the squad's flanks only
Rust XCOM: keep woodland out of the opening camera view
Rust XCOM: greener ground, clearer opening view, tidy end screen
Rust XCOM: above-ground base from Rust building pieces, twig to metal upgrades, forest clearing
Rust XCOM: base to mission flow, Rust-styled UI, surface and tree line, lighting pass
Rust XCOM: Rust characters from game wearables, animated by the game's player controller
Rust XCOM: generated Oxum's mission scene and baked monument
Rust XCOM: drop Oxum's to ground level, skip meshes with broken shaders
Rust XCOM: Oxum's tactical mission - grid, units, turns, AI, UI
Rust XCOM: shared visual baker with collider support, Oxum's scene builder
Rust XCOM: generated base scene, visual prefabs and room kits
Rust XCOM: outline selection highlight, closer camera
Rust XCOM: runtime assembly must not be editor-only
Rust XCOM: base screen scripts and scene builder
Prototyped customisable arrow skins (vintage target archery) with name labels auto-generated from player name, and customisable fletching colours. Both stay permanent after arrows shot. Customisation can be cleared by player. All working in-game. Customisation station (fletching jig), customisable nock colour, UI etc. planned but not started yet.
Allow hand placing scientists cover/peeks in play mode, baking the navmesh in editor so it can save ai zone polys as well
Merge branch 'unity_6.3.28'
Update: update actions to use 6000.3.28x1-1
Merge branch 'unity_6.3.28' of Rust into unity_6.3.28
Clean: auto-delete of stale meta file
Changeset:
170528 Update: a couple more sprites that had meta changes
Changeset:
170527 Update: automatic package upgrades
Experiment with a toggle to keep sensitivity consistent across all weapons
Export held entities, distance flares, particle effects, and more animations
Fixing server runtime tests
Added 40MM Incendiary Grenade Prototype
Added a Flashbang Ammo Indicator to the 40MM Flashbang Grenade
Merge branch 'main' into sleepingbag_stuck_respawn_fix
Added 40MM Flashbang Grenade Icon
Merge branch 'main' into UZI_9mm
Merge branch 'storageadaptor_pooling_fix'
Fixed storage adaptor showing "Requires power to sort" when powered, pooling bug
Merge branch 'new_phone_conversations'
Added "clearId" argument to all ddraw shapes / labels; they behave the same way "destroyId" works in CUI elements; it first clears all elements with a provided ID before drawing the object, codegen
40MM Flashbang Grenade Prototype First Pass, First Git Test Commit
Merge branch 'main' into new_phone_conversations
Crosshair customization v2 baseline: Shader rendering, pixel-based settings, bunch of new options and improvements
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Merge branch 'animal_renaming'
Merge branch 'main' into animal_renaming
Fixed vending machine admin UI "Remove All" popup unable to be interacted with
Merge branch 'apartments_roomcount_fix'