135,795 Commits over 4,444 Days - 1.27cph!

11 Minutes Ago
Lighting prefab update
13 Minutes Ago
added third option for roll container
17 Minutes Ago
▉▄▊▅▇▊ ▌▌▅▋▌▍▇ ▉▇▊▊▉▊▌▌▉▌ ▊▋▌▅▆▊▌▍▋▍▌▇▅ ▉▄▇█ ▅▇▇▋▆▆ ▊▄▄█▉▆ ▅▄▉▄▆▄▇█▉ ▊▆▇▋▄▄█▅▅▅ ▉▆▅▊▉▅▄█▉▅▅▅ ▆▆▋ ▉▌ ▆▇▌█ ▊▌▍ ▉▄▄▍▅▆▅
20 Minutes Ago
Merge: from main
21 Minutes Ago
Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst Tests: none, trivial changes
Rin
34 Minutes Ago
merge from clan_table_box
Rin
35 Minutes Ago
Adjusted prevent building volumes to allow box deployment under the clan table Added foliage displacement
53 Minutes Ago
Adding a sewage tank that is in working condition inside WTP tweaked terrain and surroundings WTP S2P
55 Minutes Ago
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea Tests: WaterLevel unit tests pass
56 Minutes Ago
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next
57 Minutes Ago
merge from main
58 Minutes Ago
Targeting flashes
1 Hour Ago
Basic implementation of softcore 'raiding windows' This prevents raiding outside of predefined server hours. - Prevent building block damage outside the window (by projectile or explosive) - Freshly placed tool cupboard (up to an hour) can be raided even outside the window - Melee damage is still allowed - Twig is always breakable - Can't fire MLRS outside the window - Per server convars for control (ability to also customize weekend hours) - Setup to a open/close noise when the window opens or closes
1 Hour Ago
Recalculate bounds on the champagne firework `MortarChampagne`
1 Hour Ago
Planter bench colliders Scene2prefab
1 Hour Ago
Recalculated bounds on medium battery
1 Hour Ago
Recalculated bounds on water barrel
1 Hour Ago
More map anim/behaviour tweaks
1 Hour Ago
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
1 Hour Ago
Modify unit tests to use pooling for collections to remove some GC we wouldn't see in a live scenario - consistency tests pass
2 Hours Ago
update to dartboard textures - got rid of the baked in chalk markings on blackboard.
2 Hours Ago
Updating poker bandana skinning
2 Hours Ago
merge from optim_bonerenderer
2 Hours Ago
push codegen
2 Hours Ago
Add mesh.list_skinned to dump a csv of all active skinned meshes
3 Hours Ago
gas station interior changes adding separate car lift removing garage door gas station S2P
3 Hours Ago
Wooden Arrow Revamp
3 Hours Ago
Switch to delta
3 Hours Ago
Removed duplicate LOD material
3 Hours Ago
Fixed back to front canvas in large apartment. Fixed LOD material and deleted obsolete duplicate.
3 Hours Ago
Satelite targeting movement improvements and tweaks. Expose an anim curve for movement. Double duration. Set free fuel back to true in editor.
3 Hours Ago
Port viewmodel motion vector pass to RRP
3 Hours Ago
Battery fixes
3 Hours Ago
snapping_fixes -> main
4 Hours Ago
merge from main
4 Hours Ago
- Update the RustRenderPipelineGlobalSettings to ensure the asset gets created - Added the newly create global settings asset that was generated - Updated the graphics settings to contain the new global settings for RRP
4 Hours Ago
Replaced placeholder kiosk posters, added subtle normals and roughness, added padding
4 Hours Ago
Update: TerrainHeightMap.GetQueryStructure now takes in a flag for deep sea data - got rid of bespoke height and normal sampling from HeightMapQueryStructure - bugfix: buoyancy - WaterSystemBurst.GetHeightArray_Burst now samples relevant heightfields instead of assuming deepsea heightfield is a single const Last duplicate is gone, yay. Can finally look at fixing WaterLevel.GetWaterLevel and other spots Tests: booted into craggy, generated deepsea and teleported to it - swam around, went to the islands, went to scientist tugboats
4 Hours Ago
merge from batteringram_wheels_fix
4 Hours Ago
merge from wallpaper_fixes2
4 Hours Ago
Fixed menu item modal arrow buttons not working (missing UnityEvent attribute)
4 Hours Ago
Inventory idle animation updates
4 Hours Ago
pool table lods and materials prefab setup for RE-implementation setup colliders
5 Hours Ago
Added a toggle for shadow caching in the experimental settings
5 Hours Ago
Fixed WallpaperPlanner.CLIENT_ChangeSkin NRE
5 Hours Ago
Fixed needing cloth in your inventory to reskin wallpapers (reskin is free)
5 Hours Ago
Apartments complex scene2prefab
5 Hours Ago
Fixed battering ram middle wheels rotating backwards
6 Hours Ago
merge from localizebindtoken_error_fix
6 Hours Ago
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect