198,617 Commits over 4,140 Days - 2.00cph!
UI hotspots are only active when their parent screen is also active
Debug spawned items spawn a little above ground to prevent them falling through
fixed a bug with the wrong f/x being played when silencer attached
Removed hacky Tribe.HomeFire crap, related selector
Fixed BuildingView.Start interfering with loading of building construction state visuals
Moved PooledList into Utility/Pool folder.
Removed Before.Utilities namespace, that Pool and GameObjectPool now lives directly under the Before namespace.
Reworked Pool a little bit to make it more consistent with PooledList.
Wrote a unit test for Pool
Removed the requirement for NUnit using directive in PooledList, that releases doesn't get confused.
fuel to effect settings tidy up
BuildingVIew NRE fixed
TribeStartArea campfire creation optional
Merged refactored FixedArray (now PooledList) from branch to main.
Fixed some foreach usage with PooledList
Added unit tests to PooledList, they all pass.
creating new test collision
Workbench tier 1; fbx/prefab/textures/materials/gibs
Merged from main yet again.
moved spawn colour highlighting to boardview
Less offensive logging when an invalid save is detected
Reworked tile highlihting to remove default parameters as it was fucking things. This commit might also fuck things.
added spawn location array to board protobuf
Upping death pit damage output to ensure people in full armor die
cave_puzzle_b prevent building hull required an update
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workshop item icons + Rust.Workshop Build
can very, very rarely find supply signals in green military crates
Actual patched StandardWithDecal shader to use black/clear as default
spinner functionality
protocol++
manifest
phrases
Fixed spinner wheel canvas material (RUST-1588); patched shader to use black/clear as default