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Fixed mission provider name not appearing on map in outpost Compound S2P
3 Minutes Ago
Hook up learn more about rust plus Setup safe url open Connect to server button set active false
10 Minutes Ago
Wire up new session page. Seperate out connection modal parts. Remove a bunch of unneeded stuff for the session page.
52 Minutes Ago
Hide friends menu names when in streamer mode
53 Minutes Ago
Fix static respawn zones not saving
53 Minutes Ago
snap_deployables -> main
55 Minutes Ago
Slightly increase the bounds of furnaces and shelves so they can be used with snapping
57 Minutes Ago
Hide party invite pop-up if accepting invite inside the friends menu
1 Hour Ago
Setup new menu option for deployable snapping modes
1 Hour Ago
Much cleaner wall snapping behaviour Setup custom corner padding on each deployable (set up large box)
1 Hour Ago
Merge from vine_syncpos
1 Hour Ago
Fixed vine visual stopping animation if a vine swing was started less than 2s after the last vine swing
1 Hour Ago
Subtract 123923
1 Hour Ago
Give warning when party invite is sent to non-friend indicating it will likely be blocked
1 Hour Ago
Merge from main
2 Hours Ago
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
2 Hours Ago
Fixed small wooden box not casting shadows
4 Hours Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
4 Hours Ago
Fix party invite from friend menu when accepting invite via party invite popup
5 Hours Ago
Brightness tweaks.
5 Hours Ago
Further iteration
Today
support live edit of biome fog shore distance falloff in editor
Today
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
Today
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
Today
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
Today
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
Today
merge from indirect_instancing (code only)
Today
Revert execution order changes
Today
Revert script changes
Today
Revert compute changes
Today
Revert prefab changes
Today
Revert package changes
Today
Revert platform changes
Today
Merge from manual_anchor
Today
Revert changes to shader includes
Today
Reverted changes to supported shaders
Today
Revert changes to ProjectSettings
Today
More work on railings and stairs for floating walkways
Today
merge from main
Today
merge from main
Today
merge from main
Today
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
Today
fix server compile
Today
.mat changes
Today
some more progress on the manual anchor
Today
New inventory crafting modal + generic modal component
Today
redesigned inventory overlay warning + button prefabs
Today
Remove some barks