142,699 Commits over 4,383 Days - 1.36cph!

Today
Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
Today
Update: codegen Tests: none
Today
Bugfix: fix invalid index assigned to a projectile on projectile removal from cache Copy paste mistake, happy we got unit tests Tests: ran ProjectileTests.TestConsistency - it passes
Updated eyelash textures Added eyelashes to femaleaverage model Added femaleaverage to skin set
Today
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
Today
Merge: from main
Today
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
Today
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Today
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Today
Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles
Today
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
Today
Merge from workbench_upgrades
Today
Merge from main
Today
actually tick the save
Today
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
Today
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
Today
merge from main
Today
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
Today
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
Fix suggestions holder overriding the selling item everytime for no reason
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
Use hud input instead
Prevent clicking in a vending entry input field from using a hotbar weapon
Today
merge from lightfixture_refresh_recovery
Today
merge from custom_item_fixes
Today
created and added gibs for protoype and defensive upgrades - updated visual prefabs
Today
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
Merge from main
Today
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player
Today
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
Today
io table too
Today
added gibs for accelerated and range upgrades added collision for accelerated, range, defensive and prototype
Today
Updating skinning for shorts
Today
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
Today
Setup remaining item->visual links
Today
Updating tank top skinning
Today
Updating skinning for male underwear
Today
merge main -> rust_server_relay
Today
merge from main
Today
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
Today
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Today
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