145,273 Commits over 4,413 Days - 1.37cph!

Just Now
Show faded fuel blocks when consumed instead of hiding them.
8 Minutes Ago
Mortar animation update
9 Minutes Ago
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
10 Minutes Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
10 Minutes Ago
Merge from lockin
11 Minutes Ago
11 Minutes Ago
FIx map not appearing
13 Minutes Ago
compile fix
19 Minutes Ago
set serialized version as well
19 Minutes Ago
wip keep locked trajectory visible but allow now control after locking in.
23 Minutes Ago
tool just injects the property into the .unity file instead of opening and saving it
24 Minutes Ago
testlist
29 Minutes Ago
updated m16a2 world mesh material order issue
39 Minutes Ago
initial tool
41 Minutes Ago
Fuel UI tweaks
47 Minutes Ago
added /ProfilerCaptures to ignore.conf
48 Minutes Ago
Add fuel related UI prefabs. Refactor/move UI fuel code.
51 Minutes Ago
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
56 Minutes Ago
added prefab exporter
1 Hour Ago
m16a2 textures update
1 Hour Ago
Mortar animation update to use the player update content
1 Hour Ago
update: m16a2 textures , shading fixed on worldmodel
1 Hour Ago
Merge: from main
1 Hour Ago
Initial conversion of fuel count display from just text to blocks.
1 Hour Ago
Fixed drone config screen inputfield config type
1 Hour Ago
some more set dressing, some foliage culling around the marketplace to aerate a bit material tweaks to sign
1 Hour Ago
Merge from main
1 Hour Ago
Prefabbed up larged apartment parts for nesting and replaced over meshes in main prefab. Baked LODs for large apartment parts, plus LOD setup (transitions need testing once my play mode works)
1 Hour Ago
Trigger an explosion at state transition too.
1 Hour Ago
Disable gravity for satellite. Set free_power to true in the editor. Heavier (more loot) satellites have less fuel available to make them harder to target than smaller (less loot) satellites. Control vs reward.
1 Hour Ago
merge rust_relay_server -> main
1 Hour Ago
merge main -> rust_relay_server
2 Hours Ago
ensure position updates are networked to fake player
2 Hours Ago
Codegen
2 Hours Ago
Merge from PlayerRigUpdate2
2 Hours Ago
Added mannequin skinset subset, fixes NRE/kick
3 Hours Ago
Merge from main
3 Hours Ago
Merge from prototyping
3 Hours Ago
Merge from combine
3 Hours Ago
FIx NRE in SprayCan
3 Hours Ago
Merge from industrial_dlc
5 Hours Ago
merge from fix_editor_reflection_probe_delay -> main
5 Hours Ago
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
5 Hours Ago
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
6 Hours Ago
merge from optimize_generate_textures_alloc -> main
Today
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
Hair test
Today
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
Today
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Today
Regenerate font with all characters