141,137 Commits over 4,505 Days - 1.31cph!

4 Days Ago
worldmodel and static prefabs updated with new model
4 Days Ago
Update: mark UseMultithreadedScripting explicitly defaulted to enabled It kept disabling it despite underlying var being enabled Tests: booted into craggy, looked at var state in console
4 Days Ago
initial pass at reworking how pipes spawn along roads
4 Days Ago
Update: codegen Tests: none
4 Days Ago
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
4 Days Ago
Clean: unify style, add comments Tests: none, trivial changes
4 Days Ago
Merge from launchsiren
4 Days Ago
Fixes
4 Days Ago
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
4 Days Ago
Clean: missed meta file deletion Tests: none, trivial change
4 Days Ago
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
4 Days Ago
Tiles setup
4 Days Ago
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
4 Days Ago
Merge: from main
4 Days Ago
icon transparency tweaks
4 Days Ago
fixed pools, re-rendred glass ak icon with slight rotation tweaks
4 Days Ago
Update: re-enable the feature for clients as well - add editor only RustNative_Editor - rewrapped the code behind UNITY_ASSERTIONS Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere
4 Days Ago
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
4 Days Ago
Skull Wall Torch - added final LOD0 and WIP textures
4 Days Ago
Merge from medical_honey_bandage
4 Days Ago
Merge from main
4 Days Ago
Merge from steam_input
4 Days Ago
Enabled mipmaps on the icon
4 Days Ago
merge from main
4 Days Ago
adjusted berry collectable bushes to be more forgiving noticed that blue berry collectible had 2x more lod fields that were unnecessary and were also conflicting each other which may have caused it lod'ing too early all berry bushes have matching distances now
4 Days Ago
VDF fixes
4 Days Ago
More UI WIP
4 Days Ago
Customiser block out animation set
4 Days Ago
viewmodel prefab update
4 Days Ago
merge from darts_leaderboard_fixes
4 Days Ago
Fix incorrect PoolBallData pooling
4 Days Ago
pooling fix, enables pooling on thrown darts
4 Days Ago
optimised world models for mp5, double barrel shotgun and both youtooz figurines all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped. - Skinned meshes: 24 -> 0 - bones: 16 -> 0 - Prefab SkinnedMeshRenderers: 14 -> 0 - LOD0 renderers: 7 -> 4 - Meshes: 25 -> 13 also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
4 Days Ago
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
4 Days Ago
Updating ammo script for glass ak to hide bullets based on ammo count
4 Days Ago
merge from main
4 Days Ago
merge from chainlink_fence_fix Feel free to stomp any monument changes coming from this branch
4 Days Ago
S2P a bunch of monuments
4 Days Ago
Added a tool to copy VDFs from/to project/steam locations
4 Days Ago
Finally got a VDF working. Added the VDF source and also some extra debugging.
4 Days Ago
merge from main, stomp a bunch of monument scenes
4 Days Ago
Fix TryBindNavmesh not updating the cached navmesh
4 Days Ago
main -> character_customisation
4 Days Ago
boat_fuel_interaction_fix -> main
4 Days Ago
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
4 Days Ago
Only show the boat fuel, start engine, stop engine options if you are a driver (to better line up with other vehicles in game)
4 Days Ago
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
4 Days Ago
Merge from MonumentBlockers
4 Days Ago
Fix blocker mesh issues flagged by automated tests
4 Days Ago
merged uppdated salvaged hammer 3p anims and override controller