143,303 Commits over 4,383 Days - 1.36cph!

7 Days Ago
merge from custom_item_fixes
7 Days Ago
Dropped item combining now runs the same checks as CanStack Fixes it combining different custom item names & icons and c4 frequencies
7 Days Ago
merge from main
7 Days Ago
merge from dragbyangle_rebalance2
7 Days Ago
Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
7 Days Ago
Update: codegen Tests: none
7 Days Ago
Bugfix: fix invalid index assigned to a projectile on projectile removal from cache Copy paste mistake, happy we got unit tests Tests: ran ProjectileTests.TestConsistency - it passes
7 Days Ago
Updated eyelash textures Added eyelashes to femaleaverage model Added femaleaverage to skin set
7 Days Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
7 Days Ago
Merge: from main
7 Days Ago
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
7 Days Ago
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7 Days Ago
Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles
7 Days Ago
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
7 Days Ago
Merge from workbench_upgrades
7 Days Ago
Merge from main
7 Days Ago
actually tick the save
7 Days Ago
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
7 Days Ago
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
7 Days Ago
merge from main
7 Days Ago
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
7 Days Ago
Update(tests): add TestMovePlayer - bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer - added more docs to StableObjectArray Tests: ran new unit test
7 Days Ago
Fix suggestions holder overriding the selling item everytime for no reason
7 Days Ago
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
7 Days Ago
Use hud input instead
7 Days Ago
Prevent clicking in a vending entry input field from using a hotbar weapon
7 Days Ago
merge from lightfixture_refresh_recovery
7 Days Ago
merge from custom_item_fixes
7 Days Ago
created and added gibs for protoype and defensive upgrades - updated visual prefabs
7 Days Ago
Fix custom item icons / names not getting preserved when splitting a stack of items Prevent items with different custom icons / names from stacking together Fix regular icon being used instead of custom when dragging item from the splitter UI
7 Days Ago
Merge from main
7 Days Ago
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player
7 Days Ago
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
7 Days Ago
io table too
7 Days Ago
added gibs for accelerated and range upgrades added collision for accelerated, range, defensive and prototype
7 Days Ago
Updating skinning for shorts
7 Days Ago
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
7 Days Ago
Setup remaining item->visual links
7 Days Ago
Updating tank top skinning
7 Days Ago
Updating skinning for male underwear
7 Days Ago
merge main -> rust_server_relay
7 Days Ago
merge from main
7 Days Ago
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
7 Days Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
7 Days Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
7 Days Ago
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
7 Days Ago
Added a TwoAnimBlend example
7 Days Ago
Add general fade in/out support
7 Days Ago
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem