198,811 Commits over 4,140 Days - 2.00cph!

6 Minutes Ago
Modular boats steering wheel tier 2 4k textures for media caps
13 Minutes Ago
Update: DemoBuildingsViewer - always visualize spawn markers Simplifies scene setup Tests: used in editor
26 Minutes Ago
Bugfix: SpawnMarker.SpawnType are now proper bitflags Tests: none, trivial change
29 Minutes Ago
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30 Minutes Ago
Clean: move Building to Benchmark namespace Tests: compiles in editor
31 Minutes Ago
Update: DemoBuildingsViewer - export spawn markers Tests: ran the export with couple markers
52 Minutes Ago
Updated limited tab styling
1 Hour Ago
removed BatchedWaterRays option and disabled codepath
1 Hour Ago
Added LOD3 textures for floating walkways
1 Hour Ago
New: editor-only SpawnMarker for DemoBuildingsViewer - automatically links up to nearest building, but can override Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups Tests: loaded staging demo and checked how gizmos draw
1 Hour Ago
merge from main
1 Hour Ago
Update: extra scopes for Projectile perf tests Tests: ran the perf tests
1 Hour Ago
corrected profile region name
1 Hour Ago
Merge from trimmed_asset_warmup/scene_warmup
1 Hour Ago
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
1 Hour Ago
Enable burying on seasonal weapons
1 Hour Ago
Enable burying for attachments (splitting this so its easier to subtract if needed)
1 Hour Ago
Enable burying on a set of weapons
1 Hour Ago
Defer hiding the loading screen until after returning to the menu scene Fixes getting into a weird state when cancelling while waiting for asset scenes to load (they need to finish loading first)
1 Hour Ago
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
2 Hours Ago
Don't try to return prefabs to the pool if the map is being unloaded
2 Hours Ago
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
3 Hours Ago
Store, home styling improvements
3 Hours Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
4 Hours Ago
Fixed rust logo button not going back to home
4 Hours Ago
merge from new_menu
4 Hours Ago
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces - GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
4 Hours Ago
arctic page content
4 Hours Ago
Fixed crate names vanishing after switching language
4 Hours Ago
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
4 Hours Ago
Removed old store convars
4 Hours Ago
Fixed some layout issues with material names in steam inv screen
4 Hours Ago
Fixed settings menu search returning disabled options
4 Hours Ago
Added last remaining COL meshes for floating walkway
4 Hours Ago
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
4 Hours Ago
merge from new_menu
4 Hours Ago
Store mask NRE fix
4 Hours Ago
Fixed skin viewer never loading skins when not connected to a server
4 Hours Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
5 Hours Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
5 Hours Ago
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5 Hours Ago
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
5 Hours Ago
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
6 Hours Ago
inventory scroll bar fix for the 84th time
6 Hours Ago
Clean up the homepage, and header navigation
Today
Update frontier pack
Today
update abyss pack items
Today
merge from nametag_clipping_fix
Today
Merge from fishing_village_a_door_fix
Today
Marked the red door leading into the vehicle purchase building at fishing village a always openable, previously was blocked on servers first boot and would be openable after server restart