197,038 Commits over 4,110 Days - 2.00cph!

38 Minutes Ago
Various improvements to the `debug.lookingat` command - now works on more objects and displays more information.
40 Minutes Ago
compile fix
1 Hour Ago
Pilot Hazmat - WIP helmet model/materials
1 Hour Ago
merge from main
1 Hour Ago
Floating cities greybox progress
1 Hour Ago
Ensure they are both set to off
1 Hour Ago
More dumb fixes
1 Hour Ago
Adding cow animation exports and clip set up
1 Hour Ago
Fixes for the crafted item and new item blur backgrounds
1 Hour Ago
Use Application integration instead of my rubbish pipeline for those notifications
1 Hour Ago
Inventory Modal
2 Hours Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
2 Hours Ago
Fixed NRE when connecting to a server
2 Hours Ago
Give the player a notification in the menu if a new rust version has been released on Steam. Pipeline to grab manifest changes with an event.
2 Hours Ago
Disabled the CameraAtmosphericScattering component on the Main Camera prefab temporarily to fix visual issues
3 Hours Ago
Fix scientists not shooting back when sniped from very very very far away
3 Hours Ago
Hook up twitch drop data on the clientside
3 Hours Ago
Wire up 'latest changeset' data on the clientside manifest
3 Hours Ago
Add some Y offsets to the buoyancy points on the walkway prefab
3 Hours Ago
Merge from indirect_instancing (complete working changes)
3 Hours Ago
Enable instancing on all supported materials
3 Hours Ago
Enable Read/Write on all prefab meshes
3 Hours Ago
Build manifest
3 Hours Ago
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
3 Hours Ago
merge from erosion
3 Hours Ago
Remove UI window and fix escape captures
3 Hours Ago
Prevent shooting too long at where target was after it left
3 Hours Ago
Bring scientist health back to what it was, hook hazmat protection values on top
3 Hours Ago
add ui window script to modal on inventory
3 Hours Ago
Prevent noise event boxing and allocation when used in hashset
3 Hours Ago
pushing inventory changes, dialog still borked
3 Hours Ago
Add Hidden/Rust/Spatial Biome Fog/Shadow Map Downsample and Hidden/Rust/Spatial Biome Fog/Terrain Maps Process to always included shaders (Project Settings -> Graphics)
4 Hours Ago
Fixed connection modal not opening after my last set of changes Ensure modded references the correct category counter
4 Hours Ago
Allow UI_Window base implementations
4 Hours Ago
Fixed new crafted item popup throwing NREs Removed old new item popup
4 Hours Ago
Updating cow fbx with bones
4 Hours Ago
Changed verticle abyss mesh collider material from wood to metal
4 Hours Ago
Further session page and connection modal changes
4 Hours Ago
Attempt to fix crafting
4 Hours Ago
merge from main
4 Hours Ago
Don't fail builds when file timestamps could not be set
4 Hours Ago
Improve automated indirect instancing tools
5 Hours Ago
Crafting and New Item prefab redesign + setup
5 Hours Ago
Merge from naval_update
5 Hours Ago
Merge from main
5 Hours Ago
potential SpatialBiome shader fix
5 Hours Ago
merge from main
5 Hours Ago
Testing floating entity script
6 Hours Ago
Bring back compute changes
6 Hours Ago
merge from indirect_instancing (code, shaders, prefabs)