146,489 Commits over 4,444 Days - 1.37cph!

6 Minutes Ago
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14 Minutes Ago
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15 Minutes Ago
convert sculpting controller to us InputSystem
18 Minutes Ago
Generic popup button size tweaks
26 Minutes Ago
Restored save loadout popup
26 Minutes Ago
Split EvaluateCrashSpot into sub functions ready for further changes. Add profiling to each.
29 Minutes Ago
Merge from main
30 Minutes Ago
merge fixes
32 Minutes Ago
Move cheaper check up
33 Minutes Ago
Prefab and COL for first, undamaged state of industrial barricade
39 Minutes Ago
merge from christmas2025_DLC/ice_sculptures for code changes
39 Minutes Ago
Add debug logging behind a convar for satellite crash location calculations
49 Minutes Ago
Merge from main
50 Minutes Ago
Metas galore
51 Minutes Ago
merge from main
53 Minutes Ago
Merge: from main Need to rebuild Rust.SourceGenerator
1 Hour Ago
Merge from main
1 Hour Ago
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1 Hour Ago
merge from m16a2 (empty magazine reload animation)
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
1 Hour Ago
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2 Hours Ago
Merge from apartment complex to bring work over
2 Hours Ago
WIP on industrial barricades before switching branches
2 Hours Ago
apartment complex s2p
2 Hours Ago
deploy updates on 3p animation content
3 Hours Ago
merge from PlayerRigUpdate2
3 Hours Ago
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3 Hours Ago
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
4 Hours Ago
Applied the new melee weapon subsystem to the diver torch The skull torch was a variant so it was already using the new subsystems Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem) TODO: remove corresponding states and parameters on the player animator
4 Hours Ago
Charity plushies setup
4 Hours Ago
Merge from main
4 Hours Ago
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
5 Hours Ago
Show time remaining for rent in the vending machine storage loot panel
6 Hours Ago
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
Today
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
Today
Fixed wanted posters clearing the name when entering the deep sea
Simplified the "Deployable Snapping" dropdown to just two buttons
Today
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
Today
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
Today
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
Today
RRP contact shadows
Cleanup prefab path
Today
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Today
round up BDU projectile protection this time without a bunch of random shit changed
Today
round up BDU projectile protection
Today
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Today
mp5 deploy update