142,596 Commits over 4,383 Days - 1.36cph!

7 Minutes Ago
Updated eyelash textures Added eyelashes to femaleaverage model Added femaleaverage to skin set
9 Minutes Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
10 Minutes Ago
Merge: from main
15 Minutes Ago
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
21 Minutes Ago
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21 Minutes Ago
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25 Minutes Ago
Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles
37 Minutes Ago
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
55 Minutes Ago
Merge from workbench_upgrades
55 Minutes Ago
Merge from main
1 Hour Ago
actually tick the save
1 Hour Ago
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
1 Hour Ago
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
1 Hour Ago
merge from main
1 Hour Ago
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
1 Hour Ago
Update(tests): add TestMovePlayer - bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer - added more docs to StableObjectArray Tests: ran new unit test
1 Hour Ago
Fix suggestions holder overriding the selling item everytime for no reason
1 Hour Ago
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
1 Hour Ago
Use hud input instead
2 Hours Ago
Prevent clicking in a vending entry input field from using a hotbar weapon
2 Hours Ago
merge from lightfixture_refresh_recovery
2 Hours Ago
merge from custom_item_fixes
2 Hours Ago
created and added gibs for protoype and defensive upgrades - updated visual prefabs
2 Hours Ago
Fix custom item icons / names not getting preserved when splitting a stack of items Prevent items with different custom icons / names from stacking together Fix regular icon being used instead of custom when dragging item from the splitter UI
2 Hours Ago
Merge from main
2 Hours Ago
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player
2 Hours Ago
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
3 Hours Ago
io table too
3 Hours Ago
added gibs for accelerated and range upgrades added collision for accelerated, range, defensive and prototype
3 Hours Ago
Updating skinning for shorts
3 Hours Ago
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
3 Hours Ago
Setup remaining item->visual links
3 Hours Ago
Updating tank top skinning
3 Hours Ago
Updating skinning for male underwear
4 Hours Ago
merge main -> rust_server_relay
4 Hours Ago
merge from main
4 Hours Ago
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
5 Hours Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
6 Hours Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
Today
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
Today
Added a TwoAnimBlend example
Today
Add general fade in/out support
Today
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
Today
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
Today
Industrial Autoturret - GIBs, icon, prefab setup
Today
- Fixed mortar UI not scaling with wide screens - Removed mounted protection from mortars - Fix mortar shells LOD culling - Space out sockets to fix handle hanging off edges + being able to shoot through walls. - Play other fire impact vfx - Fix mortar handle clipping into ground (because it length is now controlled by the animator)
Today
Merge from elevator_fixes_apr_26
Today
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Today
Allow elevator cables to update while offscreen
Today
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