195,835 Commits over 4,110 Days - 1.99cph!

3 Hours Ago
merge from main
4 Hours Ago
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5 Hours Ago
5 Hours Ago
Reduce odds of re-hiding after peeking
5 Hours Ago
Reduce odds of flanking
5 Hours Ago
Improve and simplify flanking pathfinding
5 Hours Ago
Don't allow partial paths when flanking
5 Hours Ago
- Make flanking route filtering more lenient as it was discarding some good ones - Attempt to fix scientist bugging out when hiding
6 Hours Ago
Better debug drawing for flanks, flank when possible, increase sightings memory duration
Today
Store grid: added ordering rules, auto sizing and FakeSteamItemStub support
Today
Don't refresh the path over time when moving to a static point (eg cover, peek)
Today
Start setting up flanking state
Today
- Make flanking debug display work both in games with DDRAW and in editor with gizmos - Add height param to path debug drawing
Today
Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
Today
Generic popup are fullscreen
Today
RustButton uses OnPointerClick
Today
Settings screen tweaks, aligned the texts
Today
RustButton toggle Unpress fixes
Today
Steam inventory fixes Added a small purple line to help differentiate Twitch drops from other items
Today
Toggle RustButtons are now toggled on pointer up instead of down Fixes button toggling when scrolling
Today
Manifest
Today
Default trimmedAssetWarmup to true
Today
Fixed market price not being deserialized correctly when volume was >1000 (was happening for the high quality crate) Fixed some NRE and loc issues
Yesterday
Steam inventory screen fully localized Better crate modal Cleanup
Yesterday
Steam inventory crafting and crate opening new UI
Yesterday
Merge from trimmed_asset_warmup
Yesterday
Steam crafting progress Child proofed the twitch drop deletion with a confirmation popup
Yesterday
- Make scientists sometimes opt for repositionning and staying on the offensive instead of staying in cover when they don't need to reload - Add comments to each FSM transitions to help understand the scientist's thoughts
Yesterday
Make sure the cover is not compromised by the time we arrive in it, as it can look silly
Yesterday
Fix scientist heading toward bullet impact location instead of shot location (if the shot is loud enough eg firearm)
Yesterday
Lower scientist eyes slightly to prevent them seeing above above pipe piles and pallet piles (technically a player can do this, but it feels unfair if the scientist does it)
Yesterday
Use crouched height to trace for potential covers instead of standing height Widen the trace fan to avoid having part of the body poke outside of the cover
Yesterday
Steam inventory progress, crafting stuff
Yesterday
Added pages to the phrase search window, it was dropping results
Yesterday
Add audio cue when scientists are surprised
Yesterday
merge from main
Yesterday
merge from crosshairmode_droppeditem_fix
Yesterday
Started steam inventory screen
Yesterday
Yesterday
Experimental convar to reduce the prefabs that are warmed up from everything to what we actually reference
Yesterday
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Yesterday
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Yesterday
Store overlay page prefabs Cart fixes
Yesterday
Populate existing filters with defaults on init
Yesterday
Setup search filtering 'show full', 'show empty' and text search now working Checkbox setup More exposed values in RustButton (toggle enable, disable and changed)
Yesterday
wind turbine sound update
Yesterday
merge from main
2 Days Ago
merge from main
2 Days Ago
Floating cities greybox progress Security tower greybox
2 Days Ago
Abyss Horizontal Container - Fixed slight offset on guide mesh vs the deployed model