138,888 Commits over 4,474 Days - 1.29cph!

1 Hour Ago
merge from game_room_dlc
1 Hour Ago
Simplify code
1 Hour Ago
Fix the second hotbar prefab not referencing the main inventory
1 Hour Ago
Pool table: - fix offset deploy guide - enable pickup, repair - assign protection and hp - add cloth surface collider
1 Hour Ago
Merge from PlayerMaintainedMonuments/powergrid
1 Hour Ago
Merge from PlayerMaintainedMonuments
1 Hour Ago
Restore recycler change from 158020
2 Hours Ago
Merge from main
2 Hours Ago
Powerplant fuse boxes now zap you if you try to remove a fuse S2P powerplant
2 Hours Ago
merge from grenade_drop_fix
2 Hours Ago
Fix grenades sometimes incorrectly dropping on your feet when you meant to do a regular throw Could happen if you right clicked -> switched away -> went back to grenade -> left click throw
3 Hours Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
3 Hours Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
3 Hours Ago
merge from hackweek_nameplate_dist_sizes
3 Hours Ago
Improved ESP player nametag size updating logic Fixed nametags seemingly floating higher above players' heads the farther you go when using autosizing
3 Hours Ago
Update Rust+ section in menu to link to the app when telling you to install it, and tell you if push notifications aren't enabled for the app yet
3 Hours Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
3 Hours Ago
Modify ContainerSourceLocalPlayer so it can override the transform it uses for `ItemIcon[] allIcons` - the main inventory panel was parented too high and grabbing icons from different panels - keep the parenting the same, only changing where it's fetching the icons from
3 Hours Ago
merge from main -> editor_hotbar_swap
3 Hours Ago
Don't render the last row of the last row of the main inventory when the 2nd hotbar is shown so it looks better when openinga and closing main inventory
4 Hours Ago
merge from PlayerMaintainedMonuments
4 Hours Ago
merge from game_room_dlc
4 Hours Ago
merge from darts_game
4 Hours Ago
move some sockets for better hardside wall placement adjust darts clearing in multiplayer
4 Hours Ago
Mild cleanup in UpdateVolumeVisuals
5 Hours Ago
merge from automated_testing
5 Hours Ago
Fix turret test failing due to weapon default ammo contents
5 Hours Ago
handle rare drag-on-open NRE
5 Hours Ago
merge from main
6 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
6 Hours Ago
Read/write enabled on collision meshes for powerplant fuseboxes
6 Hours Ago
Adjust required fuses for different powergrid stages Recyclers outside safezones now have slightly boosted stats with higher powergrid stages. *Subject to change*
6 Hours Ago
- Powergrid fuseboxes in the powerplant now only deteriorate the single oldest fuse in their inventory. Next oldest starts deteriorating once oldest becomes broken - Changed 'powergrid.fuseConditionLossPerSec' convar to 'powergrid.fuseLifespanSeconds' and adjusted default value - Make heavy fuse item stackable
6 Hours Ago
Update darts with colours for each player - 1p is blue, 2p is yellow (not red bc it blends with board too much) - colours apply in 3 places: viewmodel, thrown darts, and 3p mountable props - improved when darts are cleared from the board in multiplayer, now waits for next player to throw to clear old darts
Today
merge from main
Today
merge from BoatVendor_BPchange
Today
merge from NestHat_T1
Today
Minor balance adjustments. - Wood dart for blowpipe 40 > 50 damage to match the crossbow (still has falloff at range) - Blowpipe crafting 25 > 10 cloth - Collared shirt +3% rad +2% projectile. Made a new protectionproperty asset since it shared with the green shirt previously - Bucket helmet - Now costs 20 frags instead of 35 so its no longer somehow more expensive than the bucket. +5% projectile +5% bite damage.
Today
merge from demo_ui_2
Today
Add demo timeline zooming, horizontal scrolling, re-ordering tracks with click + drag, make animation tracks work with rectangle selection.
Today
fixed missing attribute on event methods breaking undo/redo in build
Today
AKs now come with 4 rifle bullets in the magazine by default again (this was removed more than 4 years ago due to a bug)
Today
masterkey anim updates
Today
Bugfix(editor): WhatUsesThis - don't require a whitespace after m_EditorClassIdentifier - wrap the serach into a try-catch-throw block so we can quickly check if there's anything wrong with the prefab Whitespace got lost in the prefab asset, causing the tool to trip up Tests: ran it, got results
Today
WIP industrial crafter support
Today
merge from demo ui 2
Today
Fix demo ui 2 rendering over pause menu.
Today
Merge from main
Today
Updated satellite.trigger to take an optional mass parameter, for easy test of the same mass-based loot used when triggered by a control computer (higher mass satellite = more loot)
Today
Rework satellite loot setup to be inspector driven