142,962 Commits over 4,383 Days - 1.36cph!

Yesterday
Remove toolbar settings, toolbars are now be toggled through unity's new drop down so this whole thing is obsolete
Yesterday
merge from main
Yesterday
merge toolbar_fixes
Yesterday
Rewrite toolbar extensions in UTK, remove old toolbar extender.
Yesterday
Refactor terrain alphamap to packed bools in bytes
Yesterday
Hacked in a simple way for one shot animations to notify a looping animation to rest, so we don't transition back to a loop half way through (mid yawn) Added property drawer support for referencing animation sub systems, renders them as a dropdown using a new subsystem name field
Yesterday
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling
Yesterday
Fixes for assigning guests
Yesterday
Add PickAFriend dialog to the apartment rent terminal
Yesterday
merge from lookingat_io_qol
Yesterday
Cherrypicked 143119: Updated UpdateLookingAt to ignore IO entities that arent matching the wiretool type you're holding
Yesterday
Network list of owners and guests to apartment room owners Add support to authorize guests on your room
Yesterday
merge from automated_testing/skins
Yesterday
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Yesterday
Add minimum rent to apartment prefabs
Yesterday
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
Yesterday
Added 5 new skin tests
Yesterday
merge from main
Yesterday
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Yesterday
Added an error in the skin inspector when display name is empty Added a new test checking all skins have a display name
Yesterday
Added display name phrases to the new barrel skins Empty display name is causing NRE when generating skins schema
Yesterday
Remove r_lod from dxsupport.cfg * Also added descriptions to relevant convars * Reduce ATI/NVIDIA unknown mat_forceaniso to 8 from 16 Fix skipped shadow updates breaking further flashlights Fix Lamp becoming missing texture for split second after dupe Fixed alphatested brushes not rendering in SSAO pass Add r_DrawModelLightOrigin to console quick actions Fix light origin on weapons for local player in 3rd person Remove headtrack_reset_home_pos from newbindings.txt Fix Gravity Gun crashing clientside More minor fixes
Yesterday
Remove r_lod from dxsupport.cfg * Also added descriptions to relevant convars * Reduce ATI/NVIDIA unknown mat_forceaniso to 8 from 16 Fix skipped shadow updates breaking further flashlights Fix Lamp becoming missing texture for split second after dupe Fixed alphatested brushes not rendering in SSAO pass Add r_DrawModelLightOrigin to console quick actions Fix light origin on weapons for local player in 3rd person Lets try undoing changes to CFuncMoveLinear Remove headtrack_reset_home_pos from newbindings.txt Fix Gravity Gun crashing clientside More minor fixes
Yesterday
Fix "Rent Due" not showing
Yesterday
Fix "Rent Due" vital not being assigned the correct type
Yesterday
New items for sale in floating city vendor (Removed kayak, paddle, torpedo) added playerboar items. S2P all floating cities.
Yesterday
RTL and emoji input field stuff compile fixes
Yesterday
Industrial Torch - Initial prefab setup, added model, materials, icon, entity, viewmodel, worldmodel, localization, set it all up and working. Accidentally reverted the manifest though :(
Yesterday
Fixing compile errors - FontAssetGenerator - RustText/RustTextEditor - FlexGraphicTransform - FlexTextEditor
Yesterday
Re-applied our Rust specifics UGUI and TMP modifications on top of UGUI 2.0
Yesterday
Started updating TMP: - Deleted our custom GUI and TMP packages - Embedded com.unity.ugui 2.0 (contains up to date GUI and TMP)
Yesterday
- Fix metabolism values on other players not being recorded in demos - Add RpcTarget.FromFlags to easier construct who we want to send an RPC to - Fix full server snapshots not being sent if running client+server
Yesterday
Fix penthouse apartment hull being hidden when not rented
Yesterday
Update manifest
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
merge mortar_prototype to main
Yesterday
Add recoil anim to mortars, re-order one shots to layer them on top of handles.
Yesterday
merge from main -> apartment_complex_monument
Yesterday
fixed offset issues with salvaged cleaver following model refresh merge
Yesterday
Added state sync to ak world rig reload anim
Yesterday
Plushie mesh fixes and emmisive
Yesterday
Fix server compile error from fix_dynamic_occlusion_pausing
Yesterday
merge from new_inputsystem
Yesterday
merge rust_relay_server -> main
Yesterday
Optim: Apply IsValidToRun for value-type ObjectWorkQueues - overrode BoatAIWorkQueue, UpdateSurroundingsQueue, UpdateMissionValidStateWorkQueue Tests: none, checked IL
Yesterday
removed dud code, build fix
Yesterday
Make all furniture inside apartments immortal and remove all the groundwatch so it can't break due to "ground missing"
Yesterday
Optim: use virtual IsValidToRun to avoid boxing allocs in ObjectWorkQueue.RunQueue Sad-noises-about-C#-generics, couldn't figure how to automate it Tests: none, inspected IL, no box instructions generated
Yesterday
updated wood stove prefab and mesh
2 Days Ago
merge rust_relay_server -> main