199,006 Commits over 4,140 Days - 2.00cph!

5 Days Ago
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Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication Tests: loaded up the largest base from staging demo
5 Days Ago
Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location Discovered that there's a new bug with duplicating skins on succesful scene opens Tests: spawned the largest base from staging
5 Days Ago
Add Ians new rotation script, update automated render script
5 Days Ago
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
5 Days Ago
remove twitch drops and weekly skin old files
5 Days Ago
clarified water trace setup
5 Days Ago
Added toolbar extender
5 Days Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
5 Days Ago
snapping_improvements_3 -> main
5 Days Ago
General snapping changes to computer station and rivals desk
5 Days Ago
Medical syringe animation update - inject self
5 Days Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
5 Days Ago
Remove new snapping from large planter
5 Days Ago
Merge from main
5 Days Ago
Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
5 Days Ago
Fixed skin viewer not resetting loaded skin before applying another one
5 Days Ago
Small cleanups left over from a failed experiment
5 Days Ago
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
5 Days Ago
patrol_heli_crash_fix -> main
5 Days Ago
main -> snapping_improvments_3
5 Days Ago
Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene
5 Days Ago
main -> patrol_heli_crash_fixes
5 Days Ago
merge from new_menu
5 Days Ago
Fixed missing scripts on loading screen prefab
5 Days Ago
- Added the Rust Render Pipeline package to start testing it within the main project. - Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
5 Days Ago
Missing tag on pressed calls
5 Days Ago
merge from new_menu
5 Days Ago
Further basic cannon functionality for prototype/playtest purposes: Add basic hold-to-reload radial menu behaviour to cannons. 4 second reload duration. Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
5 Days Ago
merge from main
5 Days Ago
Rug variants for floating cities
5 Days Ago
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merge from nametag_clipping_fix
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Move useJobs into client code
5 Days Ago
rpg viewmodel anims updated
5 Days Ago
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5 Days Ago
merge from centralized_mutes
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merge from spraycan_infiniteammo
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merge from no_build_zone_height_visual
5 Days Ago
merge from reenable_scrappy_damagefx
5 Days Ago
merge from autosave_paintings
5 Days Ago
merge from nametag_clipping_fix
5 Days Ago
Resolve merge UI conflict
5 Days Ago
fix server compile
5 Days Ago
Merge from parent (with UI conflict)
5 Days Ago
UI prefab update before fixing merge conflicts
5 Days Ago
fixed legacy gate missing damage volume
5 Days Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
6 Days Ago
Merge from main
6 Days Ago
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider