142,830 Commits over 4,383 Days - 1.36cph!

2 Days Ago
Update manifest
2 Days Ago
Print error if upkeep terminal isn't found when calculating rent so we don't get kicked in editor
2 Days Ago
Add upkeep terminals to all the apartment rooms
2 Days Ago
Merge from viewmodel_early_disable_fix
2 Days Ago
Applied to other grenade types, bandage and medical syringe
2 Days Ago
Add the "Rent Due" vital to `GameUI.Hud.Vitals` and shift all the existing vitals so you can see them all in the editor
2 Days Ago
Add new vital for "Rent Due" and show it when they don't have any upkeep time paid for
2 Days Ago
Start moving physics overlaps to use scheduling, with OverlapSpheres / OverlapCapsules now returning a JobHandle, existing integrations immediately call Complete for the time being - antihack and gamephysics consistency tests pass
2 Days Ago
Tiny rename
2 Days Ago
Update: repack player cache and dependent state as players are removed Should allow us to clean up a bit of indirection and optimize things further Tests: 2p session on Craggy with disconnects and being kicked for flying under terrain
2 Days Ago
Reprocess apartment upkeep terminal prefab
2 Days Ago
Add protobuf reference from ApartmentRoom -> Upkeep terminal
2 Days Ago
Include the code we removed when splitting into files
2 Days Ago
merge from darts_minigame -> game_room_dlc/darts_game (better parent branch for sharing code)
2 Days Ago
Split apartment room code into multiple files and subscribe for inventory updates from all furniture so we can recalculate upkeep every time it changes - same code as TC that debounces the updates to only recalculate 1x per second - this shouldn't be too many updates: without industrial the only time upkeep will recalculate is when paying for upkeep or a player is actively in their room looting
2 Days Ago
Start making upkeep terminal entity for apartments
2 Days Ago
Add upkeep terminal to medium apartment so there is a place to store scrap for upkeep (rather than it magically taking it out of a chest) and see how much your daily upkeep (rent) is
2 Days Ago
Swap the small apartment from the loot crate prefab to a small wooden box so it has something to store items
2 Days Ago
Fix issues with camera reset lerp
2 Days Ago
merge from efurnace_emission_fix
2 Days Ago
workshop and emission toggle HDR potential fix (for efurnace)
2 Days Ago
Added new input system package
2 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
2 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
2 Days Ago
Tone down the emoji scale
2 Days Ago
Fix emoji picker being hidden underneath the stats menu
2 Days Ago
- FIx emoji overlay being offscreen - FIx emojis not being rendered correctly in the shop name input box
2 Days Ago
Fix sold out being shown when entering a buy amount greater than the amount inside the machine
2 Days Ago
Fix dragging item being stuck on the screen when closing the vending admin UI
2 Days Ago
merge main -> rust_relay_server
2 Days Ago
Fix existing sell order on modify clicked NRE
2 Days Ago
Add support to seperate different skins into seperate vending listings. Eg you can sell a skinned ak in a different listing than a regular AK. This is optional and can be toggled on a machine by machine basis in the new UI.
2 Days Ago
Updating heavy plate armour skinning
2 Days Ago
setup AK to use flatback charms, setup backpack with flatback variant
2 Days Ago
pooltable_and_dartboard_models -> game_room_dlc
2 Days Ago
main -> game_room_dlc
2 Days Ago
Updating knight armour helmet skinning
2 Days Ago
move missing file
2 Days Ago
Merge from main
2 Days Ago
merge from tincanalarm_v2
2 Days Ago
Cant open tin can alarm when building blocked
2 Days Ago
Removed unknown region log spam in editor
2 Days Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
2 Days Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
2 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
2 Days Ago
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
2 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
2 Days Ago
Merge from main
2 Days Ago
Merge from main
2 Days Ago
merge from automated_testing