142,532 Commits over 4,383 Days - 1.35cph!

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Industrial Autoturret - Updated textures, model, guidemesh, added LODs, misc prefab setup
16 Minutes Ago
industrial garage door - greybox model - prefab created - item created - icon created - ran manifest and localization
59 Minutes Ago
Update manifest
1 Hour Ago
Print error if upkeep terminal isn't found when calculating rent so we don't get kicked in editor
1 Hour Ago
Add upkeep terminals to all the apartment rooms
1 Hour Ago
Merge from viewmodel_early_disable_fix
1 Hour Ago
Applied to other grenade types, bandage and medical syringe
1 Hour Ago
Add the "Rent Due" vital to `GameUI.Hud.Vitals` and shift all the existing vitals so you can see them all in the editor
1 Hour Ago
Add new vital for "Rent Due" and show it when they don't have any upkeep time paid for
1 Hour Ago
Start moving physics overlaps to use scheduling, with OverlapSpheres / OverlapCapsules now returning a JobHandle, existing integrations immediately call Complete for the time being - antihack and gamephysics consistency tests pass
1 Hour Ago
Tiny rename
1 Hour Ago
Update: repack player cache and dependent state as players are removed Should allow us to clean up a bit of indirection and optimize things further Tests: 2p session on Craggy with disconnects and being kicked for flying under terrain
1 Hour Ago
Reprocess apartment upkeep terminal prefab
1 Hour Ago
Add protobuf reference from ApartmentRoom -> Upkeep terminal
1 Hour Ago
Include the code we removed when splitting into files
1 Hour Ago
merge from darts_minigame -> game_room_dlc/darts_game (better parent branch for sharing code)
1 Hour Ago
Split apartment room code into multiple files and subscribe for inventory updates from all furniture so we can recalculate upkeep every time it changes - same code as TC that debounces the updates to only recalculate 1x per second - this shouldn't be too many updates: without industrial the only time upkeep will recalculate is when paying for upkeep or a player is actively in their room looting
1 Hour Ago
Start making upkeep terminal entity for apartments
1 Hour Ago
Add upkeep terminal to medium apartment so there is a place to store scrap for upkeep (rather than it magically taking it out of a chest) and see how much your daily upkeep (rent) is
1 Hour Ago
Swap the small apartment from the loot crate prefab to a small wooden box so it has something to store items
1 Hour Ago
Fix issues with camera reset lerp
2 Hours Ago
merge from efurnace_emission_fix
3 Hours Ago
workshop and emission toggle HDR potential fix (for efurnace)
3 Hours Ago
Added new input system package
3 Hours Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
3 Hours Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
3 Hours Ago
Tone down the emoji scale
3 Hours Ago
Fix emoji picker being hidden underneath the stats menu
3 Hours Ago
- FIx emoji overlay being offscreen - FIx emojis not being rendered correctly in the shop name input box
3 Hours Ago
Fix sold out being shown when entering a buy amount greater than the amount inside the machine
3 Hours Ago
Fix dragging item being stuck on the screen when closing the vending admin UI
3 Hours Ago
merge main -> rust_relay_server
3 Hours Ago
Fix existing sell order on modify clicked NRE
3 Hours Ago
Add support to seperate different skins into seperate vending listings. Eg you can sell a skinned ak in a different listing than a regular AK. This is optional and can be toggled on a machine by machine basis in the new UI.
3 Hours Ago
Updating heavy plate armour skinning
4 Hours Ago
setup AK to use flatback charms, setup backpack with flatback variant
4 Hours Ago
pooltable_and_dartboard_models -> game_room_dlc
4 Hours Ago
main -> game_room_dlc
4 Hours Ago
Updating knight armour helmet skinning
4 Hours Ago
move missing file
4 Hours Ago
Merge from main
4 Hours Ago
merge from tincanalarm_v2
4 Hours Ago
Cant open tin can alarm when building blocked
4 Hours Ago
Removed unknown region log spam in editor
5 Hours Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
5 Hours Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
5 Hours Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
5 Hours Ago
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
5 Hours Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
5 Hours Ago
Merge from main