126,488 Commits over 4,171 Days - 1.26cph!

Just Now
fix toggles code after component update
6 Minutes Ago
- Recalculating mesh batch uv distribution metrics when batches are updated. - Testing texture memory budget being set to 64GB and discarding always enabled.
13 Minutes Ago
Merge from naval_missions
14 Minutes Ago
Prevent boats from jiggling once they reach their target position Codegen
16 Minutes Ago
Cleanup
22 Minutes Ago
Building skins and hazmats atlas variants
28 Minutes Ago
Codegen again I guess
30 Minutes Ago
fix serialized fields being inside compiler define
30 Minutes Ago
Codegen
37 Minutes Ago
Update: general cleanup and make StoreTakeoverDrawer draw original props - StoreTakeoverDrawer used if-deffed-out blocks to be able to switch from Textures/Prefabs to paths to them - removed Tile Override path, as it hasn't been implemented fully yet and has been silently failing this entire time Managed to confirm that the data from Main got preserved, but I'll need to do a raw copy of prefabs with configs just to make sure nothing slipped through the cracks. Tests: navigated to takeover configs and explored them
38 Minutes Ago
Merge from naval_update
1 Hour Ago
Merge from main
1 Hour Ago
Merge: from main Testing to see if I can upgrade data this way - that'll be next CL Tests: compiles in editor
1 Hour Ago
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
1 Hour Ago
Door item fixes
1 Hour Ago
Added boat door, setup as boat construction. Manifest
1 Hour Ago
merge from bed_improvements - beds are now community skinnable
1 Hour Ago
Experimenting with atlas variants, so we can have a downsampled variant we can use for gallery miniature images instead of relying on mip maps Disabled mip maps on all store atlases and assets
1 Hour Ago
Update: restore ItemStoreTakeover serialized layout - should allow to merge-and-upgrade all prefab changes, I hope. Will remove it post-merge. Tests: editor compiles
2 Hours Ago
halloween floorpaper minor tweaks
2 Hours Ago
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2 Hours Ago
Create tooling to setup mesh LODs for terrain chunks.
2 Hours Ago
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3 Hours Ago
Steering wheel dismount position improvements for better mounting in tight spaces
3 Hours Ago
Add test save with wall destroy bug epo
3 Hours Ago
merge from main
3 Hours Ago
Tests: add a unit test for AssetBundleBackend to check if out of order async works Napkin code, will clean later once decided that this branch is merged back Tests: ran unit test in editor
3 Hours Ago
Boat block health increases
3 Hours Ago
improved flow on floating_city_floating_walkways_B
3 Hours Ago
set up hmlmg to be skinnable
3 Hours Ago
halloween floorpaper wip
3 Hours Ago
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3 Hours Ago
merge from main
3 Hours Ago
merge from main #2 missing file
4 Hours Ago
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4 Hours Ago
Merge from main
4 Hours Ago
merge from main
4 Hours Ago
bed skinnable asset setup - need to test workshop
4 Hours Ago
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4 Hours Ago
Added a temporary separate (just for playtest) placement guide prefab for cannon so you can see it correctly. Rotated placement 180 degrees so you can place cannons facing outwards from on a boat.
4 Hours Ago
merge from main
4 Hours Ago
Merge from emission_mask_scrolling_and_blinking
5 Hours Ago
Reserialized all materials from the Rust/Standard and Rust/Standard (Specular Setup) shaders to account for new emission feature shader properties
5 Hours Ago
floating city 2 flow polish, better connection to casino barge
5 Hours Ago
halved vertex AO intensity on chicken cages (material)
5 Hours Ago
Merge from small_engine