144,092 Commits over 4,413 Days - 1.36cph!

Yesterday
Another attempt at fixing scaled colliders / impact effects on the mortar
Yesterday
Change radial option from "Open Inventory" to "Upgrade Workbench"
Yesterday
Readd navmesh agent to realmed remove
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
Movember moustache partial fix
Yesterday
Added allocation free encryption
Yesterday
Fixed DigitalClockAlarm pooling issue
Yesterday
Fixed ParameterDisplayName not being populated correctly in test resutls
Yesterday
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
Yesterday
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
Yesterday
Test result stacktraces are now populated correctly with captured errors
Yesterday
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
Yesterday
Fix new scientists hovering slightly above ghostship floor
Yesterday
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Yesterday
Fixed editor performance after merging child animator system
Yesterday
merge from dont_bake_on_load
Yesterday
merge from custom_item_fixes
Yesterday
Fix items not stacking together after they've been part of a copypaste
Yesterday
merge from main
Yesterday
Santa beard partial fix
Yesterday
merge from mortar_prototype
Yesterday
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes - chance this will break something, this opened and saved every scene which runs s2p
Yesterday
Fix look rotation spam when in network range of a freshly placed mortar
Yesterday
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Yesterday
Add model component to mortar, should stop scaled impact effects
Yesterday
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
Yesterday
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
Yesterday
merge from automated_testing/raid_recorder
Yesterday
Added some new raiding tests
Yesterday
Merge from main
Yesterday
merge from automated_testing
Yesterday
merge from main
Yesterday
merge from selectionhistorywindow_optims (editor only)
Yesterday
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary These objects were never released after a domain reload or a UnloadUnusedAssets call This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues
Yesterday
Merge from main
2 Days Ago
Auto give rocket launcher and rockets + infinite ammo when starting to record Added ddraws on hit building blocks
2 Days Ago
workshopsource fixes - electric furnace topology and spinner wheel uvs
2 Days Ago
spinner wheel bought up axel on base inside of 1:1 UV range
Rin
2 Days Ago
merge from mortar_prototype
2 Days Ago
Added electric furnace to render scene
2 Days Ago
merge from main
2 Days Ago
merge from steaminventory_newitem_fix
2 Days Ago
Fixed new items just bought not showing in your steam inventory (was only working in debug builds)
2 Days Ago
Include missing distance function in commit
2 Days Ago
Split shaders between stencil hole and overhead map Fix subinstances
2 Days Ago
2 Days Ago
Small UIHUD optims
2 Days Ago
workshopsource electric_furnace topology fix
2 Days Ago
Reduce hole map distance for increased resolution Move map pivot in front of camera for increased distance Use DitherMaskClip for softer shadow edges Don't render holes to texture border to prevent sampling clamp issues Change to additive blend mode to prevent intersecting holes stomping data Add triangle prism asset for hole shape Replace alpha float cutoff with alpha map bool value in tile extractor