146,804 Commits over 4,444 Days - 1.38cph!
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Fixed F1 console input field losing focus when connecting/disconnecting
Add snapping to auto turret and flame turret through the new auto system
Added metal/gloss map for pixie cut style as material block forces it to be too shiny without one
Reduced lod textures from 512>256
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- Added the RRP volumes for all color grading post process volumes and configured most of their settings
- Updated the player_preview to include the new effects - color grading prefab
- Updated the ClimateOverlay script to be compatible with both BRP and RRP volumes
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Fixed a steam DLC and Frontiersman full screen store pages background being set as a texture instead of sprite
They arent loading since Unity 6 because they're part of a spriteatlas
Add editor shortcut for selecting prefab root asset from a selected prefab instance
Don't recent the targeting area on the final impact location when position is calculated, keep it at the last target location.
Instead, show a map debug icon at the exact final location for testing.
Fixed keybind reset button not working
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convert sculpting controller to us InputSystem
Generic popup button size tweaks
Restored save loadout popup
Split EvaluateCrashSpot into sub functions ready for further changes.
Add profiling to each.
Prefab and COL for first, undamaged state of industrial barricade
merge from christmas2025_DLC/ice_sculptures for code changes
Add debug logging behind a convar for satellite crash location calculations
Merge: from main
Need to rebuild Rust.SourceGenerator
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merge from m16a2 (empty magazine reload animation)
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Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
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Merge from apartment complex to bring work over
WIP on industrial barricades before switching branches
deploy updates on 3p animation content
merge from PlayerRigUpdate2
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lower culling dist on broken tiles, disabled shadow casting on them
shader complexity lower on the checkin desk, got rid of blend layer
Applied the new melee weapon subsystem to the diver torch
The skull torch was a variant so it was already using the new subsystems
Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem)
TODO: remove corresponding states and parameters on the player animator
Fixed visual calculation
Increased initial scrap fee to 260
Reduced scrap per hour cost to 10
Show time remaining for rent in the vending machine storage loot panel