161,704 Commits over 4,597 Days - 1.47cph!
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.
Allow hand placing scientists cover/peeks in play mode, baking the navmesh in editor so it can save ai zone polys as well
Merge branch 'unity_6.3.28'
Update: update actions to use 6000.3.28x1-1
Merge branch 'unity_6.3.28' of Rust into unity_6.3.28
Clean: auto-delete of stale meta file
Changeset:
170528 Update: a couple more sprites that had meta changes
Changeset:
170527 Update: automatic package upgrades
Experiment with a toggle to keep sensitivity consistent across all weapons
Export held entities, distance flares, particle effects, and more animations
Fixing server runtime tests
Added 40MM Incendiary Grenade Prototype
Added a Flashbang Ammo Indicator to the 40MM Flashbang Grenade
Merge branch 'main' into sleepingbag_stuck_respawn_fix
Added 40MM Flashbang Grenade Icon
Merge branch 'main' into UZI_9mm
Merge branch 'storageadaptor_pooling_fix'
Fixed storage adaptor showing "Requires power to sort" when powered, pooling bug
Merge branch 'new_phone_conversations'
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
40MM Flashbang Grenade Prototype First Pass, First Git Test Commit
Merge branch 'main' into new_phone_conversations
Crosshair customization v2 baseline: Shader rendering, pixel-based settings, bunch of new options and improvements
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Merge branch 'animal_renaming'
Merge branch 'main' into animal_renaming
Fixed vending machine admin UI "Remove All" popup unable to be interacted with
Merge branch 'apartments_roomcount_fix'
Merge branch 'wiretool_nre_fix'
Fixed WireTool.ShowSavedWire NRE
Unstucking editor tests in CI pipelines
Undo support in panel preview editor window
Codelock screen converted to panels
Put generated razor files in a Generated folder
Conditional hull shapes to make boats look more like boats
Wetness and rain drops on viewmodels, looks a bit jank
More perf work, rain calc now costs less than 0.01ms when camera is moving, free if stationary
Merge branch 'render_pipeline_testing'
Merge branch 'indirect_instancing'
Revert "Render shadows via BRG (Experimental)"
testing123
*teeeest
test
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Use lower LODs for foliage shadows