143,355 Commits over 4,383 Days - 1.36cph!

3 Hours Ago
Adding military idle animation set
Rin
3 Hours Ago
Initial Mortar Ammo damage pass
3 Hours Ago
merge from fields_mismatch_cleanup
3 Hours Ago
missing nonserialized attribute
4 Hours Ago
fixed all mismatched serialized properties - almost all should've been C# properties as we don't actually serialize any data for them - some needed moving out of ifdef scope and wrapping with warning disable
Rin
4 Hours Ago
Initial Mortar Ammo crafting pass Workbench Level 2 Stack size 3 > 10 HE 3 per craft 300 gp 1 Metal Pipe Fragmentation 3 per craft 150 gp 1 Metal Pipe
4 Hours Ago
field dump ignores struct types that aren't serializable (false-positive)
Rin
4 Hours Ago
Initial Mortar crafting pass Workbench Level 2 20 HQM 3 Metal pipes Researchable for 60 scrap
4 Hours Ago
Updated the EmissionToggle script to set the emission color as a Color on the MPB rather than a Vector to fix an issue with emission intensity
4 Hours Ago
exported updated 3p ak47 and rock run anims
4 Hours Ago
Merge from main
4 Hours Ago
merge rust_relay_server -> main
4 Hours Ago
merge main -> rust_relay_server
4 Hours Ago
made AttemptRestart a little bit more robust
4 Hours Ago
merge from automated_testing
4 Hours Ago
Test list
4 Hours Ago
Moved cooking tests out of if UNITY_EDITOR Renamed the tests
4 Hours Ago
merge main -> rust_relay_server
4 Hours Ago
ensure sendThread can start up if disabled from start
4 Hours Ago
better property mismatch logging
5 Hours Ago
merge from main
5 Hours Ago
merge from automated_testing
5 Hours Ago
CI testlist
5 Hours Ago
Excluded some prefabs from BaseCombatEntity tests Test list
5 Hours Ago
Test list
5 Hours Ago
Sprinkler tests cleanup and fixes
5 Hours Ago
added shell fragmentation texture bc variant, added variant icon updated fragment mortar prefab linking new icon
5 Hours Ago
moved props layer away from the street furnished bathrooms in apartments with latest set
Today
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Today
Don't allow the spraycan to open the reskin menu if the only available skin is the current redirect and the base item is hidden
Today
Reapply AnimatorOverrideUpdater Create a new 3p_idle_unarmed_pose - a single frame version of 3p_idle_unarmed Use that on the upper body idle, update all of the overrides accordingly
Today
Subtract 150051 (introduced stepping issues)
Today
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binoculars_fix -> main
Ensure range transform respects ui scale
Shader uses a grab pass rather than using OnRenderImage (fixes issues like being able to see through water) - Tick lines now use a fixed pixel size rather than using uvs under the hood - Main lines now base their pixel size of the lens circles
Today
Fix invisible collider on mortars blocking mounting/restricting movement, Fix first person animations on mortar, override eye position to fix animators moving it back in Update.
Player seed work
Today
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Today
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip This automates the process of hooking them all up Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
Today
Adjusted mortar guidemesh to face the correct way
Today
merge from automated_testing
Today
Auto turret target death and item giving fixes
Today
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
main -> PlayerRigUpdate2