143,020 Commits over 4,383 Days - 1.36cph!

Just Now
merge from main
10 Minutes Ago
Fixing dracual cape vertex being skinned to eye lids
25 Minutes Ago
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30 Minutes Ago
update mortar and basic ammo icons and reconnect in item prefab. updated manifest
49 Minutes Ago
Merge from workbench_upgrades
49 Minutes Ago
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54 Minutes Ago
Also cache and apply scale for upgrade visuals . Applied to all workbenches.
55 Minutes Ago
merge from main auto-resolve VendingMachine.cs and proto
1 Hour Ago
Merge from parent
1 Hour Ago
Mortar animation polish and clip updates
1 Hour Ago
updated crypt building skin icon
1 Hour Ago
Merge from main
1 Hour Ago
merge main -> rust_relay_server
1 Hour Ago
Adding low fences LOD0's Updated playground fences
1 Hour Ago
Merge from heightmap_bake_fix
1 Hour Ago
Merge from main
1 Hour Ago
adjusted surplus upgrde position
1 Hour Ago
Revert TerrainHeightMap from bad merge
1 Hour Ago
merge from main
1 Hour Ago
mannifest
1 Hour Ago
update from main
1 Hour Ago
Merge from main
2 Hours Ago
merge from main, will rebuild mainifest
3 Hours Ago
Use meshes for hole shapes Switch to using CommandBufferManager to keep hole and terrain render order Add cylinder mesh that matches radius of terrain modifiers Hole editor clean up
3 Hours Ago
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vendingmachine_ui_refresh -> main
main -> vendingmachine_ui_refresh
Add condiiton and slot support to fake inventory
Support skins on collapsed shop view
Check skin ID before allowing a purchase
Fix a couple of bugs with cost skin id not being detected properly
Added independent skin support to cost item (was only supported for selling item before)
Today
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
Today
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Today
Fixed remaining light fixture issues.
Added another female/light player seed
Today
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Yesterday
Merge from main
Yesterday
Fix submesh bypass per prefab being inverted
Yesterday
Enable submesh batching on shipping container
Yesterday
Only enable submesh batching on certain assets instead of every single one