143,682 Commits over 4,413 Days - 1.36cph!

5 Hours Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
5 Hours Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
5 Hours Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
5 Hours Ago
reset electric furnace emissive texture and 3.1 value to original
6 Hours Ago
Merge: from pool_mt
6 Hours Ago
Update(tests): add a couple more perf tests - AllocDeallocMT -> AllocDeallocMTLongLived (biases Get, then Free operations), Avg: 3.56901ms - AllocDeallocMTShortLived - fetches and returns to pool immediately (to evenly spread pressure), Avg: 3.01974ms - AllocDeallocMPSC - simulates multiple-producers-single-consumer (emulates network write thread under jobs 2) Avg: 12.20773ms All cases - 32 tasks doing 1k allocs Tests: ran perf tests
6 Hours Ago
set dressing push on marketplace optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
6 Hours Ago
NRE fix for UI_Store.OnWarmupPage when the manifest is null
6 Hours Ago
merge from store_nre_fix2
6 Hours Ago
Fixed TestRunnerWindow error when opening foldouts CTRL + Click on an asset path parameter pings the asset in the project window Added to right click context menu too
6 Hours Ago
merge rust_relay_server -> main
6 Hours Ago
merge main -> rust_relay_server
6 Hours Ago
Mortar animator blend values updated
Today
Better logging on RustTestFixture::SpawnEntity
Today
Merge from parent (needs codegen)
Today
Merge from main
Today
Merge from main
Today
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Today
Merge from parent
Today
Merge from terrain_renderer
Rin
Today
merge from mortar_prototype
Rin
Today
Updated Mortar and ammo descriptions Fragmenation Mortar shell Radius 3.8m > 6m HE Mortar Shell Radius 3.8m > 4.5m Explosive damage 45 > 60
Today
Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
Today
merge from main
Rin
Today
Restrict Mortar from primitive
Today
Merge from main
Today
Use local top down hole map for non-screen space rendering (shadows, probes) Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain Render out stencil results to R8 hole mask and clear depth for those regions Handle alternate topdown render of hole volumes Use separate editor command buffers for hole rendering and terrain depth prepass Add Hole editor script
Today
New ChildAnimatorSubSystem Runs an entirely independent controller Has it's own weight, can target specific layers, etc Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
Today
mortar sounds
Today
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
Today
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Today
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Today
Add a warning to the state sync editor if the state name is incorrect
Today
Fixed lower case Attack on StateSync components (sks and paintball gun)
Today
Removed old AiManagedAgent class, old and useless Subtracted 150385
Today
Ammo type ui icons & colour consistency fixes.
Setup anim events for toggling visibility of arrows on worldmodel
Today
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats
Today
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Today
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
Merge from main
Today
merge from fix_assetscene_deepsea -> main
Today
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Today
Disable USE_POLYSOUP for UTIL_RescalePhysCollide Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
Today
Potential fix for zombie NRE on _agent == null in tests
Today
Potential fix for zombie NRE on _agent == null in tests
Today
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders
Today
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