199,352 Commits over 4,140 Days - 2.01cph!

4 Minutes Ago
Setting up m39 anims, entity and override controller
29 Minutes Ago
merge from main
41 Minutes Ago
Adding a favourite forces the favourites tab to refresh
50 Minutes Ago
Allow 'clear all' notifications to hide global notifications as well Persitent data storage for the menu via a json list Only allow global notifications to be permanently cleared Try and reuse ids Add to Bootstrap
1 Hour Ago
Add CollateTrainTracks procedural component so the train tracks work
1 Hour Ago
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
1 Hour Ago
merge from new_menu
1 Hour Ago
Restored store search tab
1 Hour Ago
Patch info styling
1 Hour Ago
Setting up 3p L96 anims, entity and override controller
1 Hour Ago
Steam inventory screen search bar Fixed delete twitch drop modal not deleting anything Fixed loading thingy sorting on skin viewer
1 Hour Ago
Get foliage instancing working with tutorial by pushing terrain specific map data instead of using singleton, moved foliage cell height map sampling from CPU to GPU for compatibility with additional terrains, attach required tutorial terrain texture maps to material for use, and now store terrain position and scale on meshroot.
1 Hour Ago
Style Quick join
4 Hours Ago
Tech tree window correctly reinitalises after a code change
4 Hours Ago
Fixed the tech tree toolbar moving down every time we enter/exit play mode
4 Hours Ago
Remove nextID field from TechTreeData, just evaluate when needed (it's editor only anyway)
6 Hours Ago
Merge from tech_editor_improvements (Hardcore specific tech trees + layout fixes for all other tech trees)
Today
Compile fix
Today
S2P bandit, outpost and large oil rig for hardcore tech trees
Today
Added new T0, T2 and T3 hardcore tech trees, identical to vanilla but without guns Added ability for a game mode to gate access to a tech tree
Today
T2 primitive and T3 vanilla
Today
Update T2 and T1 Primitive
Today
Baseline for tech tree editor tool improvements No longer needs to be opened/reopened when going in and out of play mode Implements a snapping system to easily lay out items, grid is slightly skewed in-game for better visual flow Applied new layout on IO and T1 tree
Today
merge from main
Rin
Today
Minor biome changes
Today
Merge from trimmed_asset_warmup/scene_warmup
Today
Fix player models not being removed from the instance list when disconnecting from servers
Today
Phrases
Today
merge from new_menu
Today
Store localization
Today
Steam inventory and workshop screens localization
Today
Scene now has scrollview populating with a button for every viewmodel in the game with an OnPressed event. Adjusted styling
Today
Settings: - Localization tidying, added new tooltips and fixed some typos - Renamed Texture Mipmaps -> Texture Quality - Medium graphics preset use full resolution textures instead of half
Today
Phrase property drawer fixes, added a revert button and RustText support
Rin
Today
Added varied crate spawner grid
Rin
Today
Restoring more Craggy Island features
Today
merge from new_menu
Today
Fixed remaining Application.isPlaying using the wrong namespace
Today
Restored FPS slider behaviour, show "unlimited" when set to 0
Yesterday
merge from new_menu
Yesterday
Fire store init NRE
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
merge from phrase_applybutton
Yesterday
Added a button on the phrase property drower to apply edit directly into the json without having to rebuild the whole thing for 5min
Yesterday
Settings: - Fixed submesh issue on the tooltips when switching language - Crowdin URL clickable - Updated some tooltips
Yesterday
Add -> TryAdd in BuriedItems
Yesterday
Fixed SettingsGestureDraggable.OnDropped NRE
Yesterday
Reduce texture size and/or enable compression on some textures
Yesterday
pilot hazmat storage renamed to black box, added lods and gibs, set correct position for codelock, storage adaptors