199,051 Commits over 4,140 Days - 2.00cph!

6 Days Ago
snapping_improvements_3 -> main
6 Days Ago
General snapping changes to computer station and rivals desk
6 Days Ago
Medical syringe animation update - inject self
6 Days Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
6 Days Ago
Remove new snapping from large planter
6 Days Ago
Merge from main
6 Days Ago
Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
6 Days Ago
Fixed skin viewer not resetting loaded skin before applying another one
6 Days Ago
Small cleanups left over from a failed experiment
6 Days Ago
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
6 Days Ago
patrol_heli_crash_fix -> main
6 Days Ago
main -> snapping_improvments_3
6 Days Ago
Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene
6 Days Ago
main -> patrol_heli_crash_fixes
6 Days Ago
merge from new_menu
6 Days Ago
Fixed missing scripts on loading screen prefab
6 Days Ago
- Added the Rust Render Pipeline package to start testing it within the main project. - Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
6 Days Ago
Missing tag on pressed calls
6 Days Ago
merge from new_menu
6 Days Ago
Further basic cannon functionality for prototype/playtest purposes: Add basic hold-to-reload radial menu behaviour to cannons. 4 second reload duration. Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
6 Days Ago
merge from main
6 Days Ago
Rug variants for floating cities
6 Days Ago
▆█▋▆▋▇▅▆▄▄▆ ▆▍▋▋▇█ @█▄▄▋▉▉ ▊▌▌▌ ▌▇▊ █▄ ▉▉▉▆▆ ▊▋█▌▇▍▊▅ - ▅▄▄▄▋▉▆ ▇▇▋▊▍
6 Days Ago
merge from nametag_clipping_fix
6 Days Ago
Move useJobs into client code
6 Days Ago
rpg viewmodel anims updated
6 Days Ago
▉█▌▋▉▆▄▋▅█▄▋▅ ▅▌▍▉▄▍ ▇▌▌▇▆▅▇▌█_█▍▌▅▋▇▅▍█_▍▉█▉_█▍▌█▍▊ ▍▇▌▋▄▆ ▌▇▋▄▊ ▉▅█▉▇▆ ▊▍▄▋ ▍▍▉▊██▌ █▌▉▋▅▋ ▌▅▉▆▋▍
6 Days Ago
merge from centralized_mutes
6 Days Ago
merge from spraycan_infiniteammo
6 Days Ago
merge from no_build_zone_height_visual
6 Days Ago
merge from reenable_scrappy_damagefx
6 Days Ago
merge from autosave_paintings
6 Days Ago
merge from nametag_clipping_fix
6 Days Ago
Resolve merge UI conflict
6 Days Ago
fix server compile
6 Days Ago
Merge from parent (with UI conflict)
6 Days Ago
UI prefab update before fixing merge conflicts
6 Days Ago
fixed legacy gate missing damage volume
6 Days Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
6 Days Ago
Merge from main
6 Days Ago
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
6 Days Ago
Merge from viewmodel_workshop_fix
6 Days Ago
Fixed guitar rendering twice in workshop skin uploader
6 Days Ago
Merge from main
6 Days Ago
Add Workshop editor to the scene loader Fixed ViewmodelCameraAnimation running incorrectly in this scene (completely disabled now)
6 Days Ago
Adjust shadow fade transition
6 Days Ago
Foliage assets bake
6 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
6 Days Ago
Add graphics.allowThreadedTextureCreation convar (default true) so we can test with threaded texture creation disabled
6 Days Ago
Merge from censorship_cubes_alt_look