161,704 Commits over 4,597 Days - 1.47cph!

32 Minutes Ago
Prototyped customisable arrow skins (vintage target archery) with name labels auto-generated from player name, and customisable fletching colours. Both stay permanent after arrows shot. Customisation can be cleared by player. All working in-game. Customisation station (fletching jig), customisable nock colour, UI etc. planned but not started yet.
42 Minutes Ago
Allow hand placing scientists cover/peeks in play mode, baking the navmesh in editor so it can save ai zone polys as well
46 Minutes Ago
Merge branch 'unity_6.3.28'
52 Minutes Ago
Update: update actions to use 6000.3.28x1-1
1 Hour Ago
Merge branch 'unity_6.3.28' of Rust into unity_6.3.28
1 Hour Ago
Clean: auto-delete of stale meta file
1 Hour Ago
Changeset: 170528 Update: a couple more sprites that had meta changes
1 Hour Ago
Changeset: 170527 Update: automatic package upgrades
1 Hour Ago
Experiment with a toggle to keep sensitivity consistent across all weapons
1 Hour Ago
Export held entities, distance flares, particle effects, and more animations
2 Hours Ago
Fixing server runtime tests
2 Hours Ago
Added 40MM Incendiary Grenade Prototype
2 Hours Ago
Added a Flashbang Ammo Indicator to the 40MM Flashbang Grenade
2 Hours Ago
Merge branch 'main' into sleepingbag_stuck_respawn_fix
3 Hours Ago
Merge branch 'UZI_9mm'
3 Hours Ago
Codegen
3 Hours Ago
Added 40MM Flashbang Grenade Icon
3 Hours Ago
Merge branch 'main' into UZI_9mm
3 Hours Ago
Merge branch 'storageadaptor_pooling_fix'
3 Hours Ago
Fixed storage adaptor showing "Requires power to sort" when powered, pooling bug
3 Hours Ago
Merge branch 'new_phone_conversations'
3 Hours Ago
Unfuck merge
3 Hours Ago
Added "clearId" argument to all ddraw shapes / labels; they behave the same way "destroyId" works in CUI elements; it first clears all elements with a provided ID before drawing the object, codegen
4 Hours Ago
40MM Flashbang Grenade Prototype First Pass, First Git Test Commit
4 Hours Ago
Merge branch 'main' into new_phone_conversations
4 Hours Ago
Crosshair customization v2 baseline: Shader rendering, pixel-based settings, bunch of new options and improvements
4 Hours Ago
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4 Hours Ago
Merge branch 'animal_renaming'
4 Hours Ago
Unfuck merge
4 Hours Ago
Merge branch 'main' into animal_renaming
5 Hours Ago
Fixed vending machine admin UI "Remove All" popup unable to be interacted with
5 Hours Ago
Merge branch 'apartments_roomcount_fix'
5 Hours Ago
Merge branch 'wiretool_nre_fix'
5 Hours Ago
Fixed WireTool.ShowSavedWire NRE
6 Hours Ago
Unstucking editor tests in CI pipelines
6 Hours Ago
Undo support in panel preview editor window
6 Hours Ago
Codelock screen converted to panels
6 Hours Ago
Put generated razor files in a Generated folder
Rin
Today
Conditional hull shapes to make boats look more like boats
Today
Wetness and rain drops on viewmodels, looks a bit jank
Today
More perf work, rain calc now costs less than 0.01ms when camera is moving, free if stationary
Today
Perf improvements
Today
Panels preview window
Today
Merge branch 'render_pipeline_testing'
Today
Merge branch 'indirect_instancing'
Today
Revert "Render shadows via BRG (Experimental)"
Today
Merge branch 'entity_id'
Today
testing123 *teeeest test 1 2 3
Today
big testing
Today
Use lower LODs for foliage shadows