143,987 Commits over 4,413 Days - 1.36cph!

Movember moustache partial fix
Today
Added allocation free encryption
Today
Fixed DigitalClockAlarm pooling issue
Today
Fixed ParameterDisplayName not being populated correctly in test resutls
Today
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
Today
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
Today
Test result stacktraces are now populated correctly with captured errors
Today
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
Today
Fix new scientists hovering slightly above ghostship floor
Today
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Fixed editor performance after merging child animator system
Today
merge from dont_bake_on_load
Today
merge from custom_item_fixes
Today
Fix items not stacking together after they've been part of a copypaste
Today
merge from main
Santa beard partial fix
Today
merge from mortar_prototype
Today
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
Today
Fix look rotation spam when in network range of a freshly placed mortar
Today
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Today
Add model component to mortar, should stop scaled impact effects
Today
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
Today
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
Today
merge from automated_testing/raid_recorder
Today
Added some new raiding tests
Today
Merge from main
Today
merge from automated_testing
Today
merge from main
Today
merge from selectionhistorywindow_optims (editor only)
Today
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
Today
Merge from main
Today
Auto give rocket launcher and rockets + infinite ammo when starting to record Added ddraws on hit building blocks
Today
workshopsource fixes - electric furnace topology and spinner wheel uvs
Today
spinner wheel bought up axel on base inside of 1:1 UV range
Rin
Today
merge from mortar_prototype
Today
Added electric furnace to render scene
Today
merge from main
Today
merge from steaminventory_newitem_fix
Today
Fixed new items just bought not showing in your steam inventory (was only working in debug builds)
Today
Include missing distance function in commit
Today
Split shaders between stencil hole and overhead map Fix subinstances
Today
Today
Small UIHUD optims
Today
workshopsource electric_furnace topology fix
Today
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
Yesterday
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Yesterday
CharityPlushie setup
Yesterday
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Yesterday
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Yesterday
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