143,673 Commits over 4,413 Days - 1.36cph!

10 Days 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
10 Days Ago
Tiny rename
10 Days 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
10 Days Ago
Reprocess apartment upkeep terminal prefab
10 Days Ago
Add protobuf reference from ApartmentRoom -> Upkeep terminal
10 Days Ago
Include the code we removed when splitting into files
10 Days Ago
merge from darts_minigame -> game_room_dlc/darts_game (better parent branch for sharing code)
10 Days 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
10 Days Ago
Start making upkeep terminal entity for apartments
10 Days 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
10 Days Ago
Swap the small apartment from the loot crate prefab to a small wooden box so it has something to store items
10 Days Ago
Fix issues with camera reset lerp
10 Days Ago
merge from efurnace_emission_fix
10 Days Ago
workshop and emission toggle HDR potential fix (for efurnace)
10 Days Ago
Added new input system package
10 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
10 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
10 Days Ago
Tone down the emoji scale
10 Days Ago
Fix emoji picker being hidden underneath the stats menu
10 Days Ago
- FIx emoji overlay being offscreen - FIx emojis not being rendered correctly in the shop name input box
10 Days Ago
Fix sold out being shown when entering a buy amount greater than the amount inside the machine
10 Days Ago
Fix dragging item being stuck on the screen when closing the vending admin UI
10 Days Ago
merge main -> rust_relay_server
10 Days Ago
Fix existing sell order on modify clicked NRE
10 Days 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.
10 Days Ago
Updating heavy plate armour skinning
10 Days Ago
setup AK to use flatback charms, setup backpack with flatback variant
10 Days Ago
pooltable_and_dartboard_models -> game_room_dlc
10 Days Ago
main -> game_room_dlc
10 Days Ago
Updating knight armour helmet skinning
10 Days Ago
move missing file
10 Days Ago
Merge from main
10 Days Ago
merge from tincanalarm_v2
10 Days Ago
Cant open tin can alarm when building blocked
10 Days Ago
Removed unknown region log spam in editor
10 Days Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
10 Days Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
10 Days 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
10 Days 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
10 Days 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
10 Days Ago
Merge from main
10 Days Ago
Merge from main
10 Days Ago
merge from automated_testing
10 Days Ago
Merge from industrial_crafter
10 Days Ago
Craft speed multiplier fix. Pool fix
10 Days Ago
Cleanup
10 Days Ago
add engineer reinforced upgrades
10 Days Ago
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
10 Days Ago
Optimised test runner window OnGUI stack Editor test runs are faster
10 Days Ago
adding an industrial crafter test setup save