159,237 Commits over 4,566 Days - 1.45cph!

11 Minutes Ago
Fixed deep sea spamming tree spawned RPCs to all players when opening
12 Minutes Ago
Try downgrading actions/checkout to v5 * goddamn github man
13 Minutes Ago
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
14 Minutes Ago
Deleted unsuded ghost ship population asset
18 Minutes Ago
Cover the case where a modded server spawns deep sea entities outside of the deep sea Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
23 Minutes Ago
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
29 Minutes Ago
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
33 Minutes Ago
Fixed various exceptions that happen during builds Add some null guards, skip compute kernel lookups when compute shaders are unsupported, move DeferredMeshDecal in apartment_large that was missing its renderer
36 Minutes Ago
Security room greybox
44 Minutes Ago
Gate navmesh save log and AI despawn log behind ai.logIssues
45 Minutes Ago
Update GHA actions to version 6 for Linux and Windows Add trigger_portal_cleanser to entity override whitelist Fixed a crash with render.UpdateScreenEffectTexture Remove widgets.RenderMe and properties.GetHovered serverside * widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out Minor cleanups of various methods to match wiki and vice versa Prediction errors on arrays include array index for ints and floats Fixed a couple memory leaks with multicore rendering * Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane
58 Minutes Ago
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
58 Minutes Ago
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Rin
60 Minutes Ago
Cherrypicking 168011, 168012
1 Hour Ago
Merge from Livestock_animals, fix extremely long AI tests
1 Hour Ago
Merge from main
1 Hour Ago
Have AI tests run at 4x speed, with same delta times, confirmed results are the same thanks to the deterministic mode, AI tests now down to 15min I also added a local guard that stops me from blowing past the 30min budget in the future
1 Hour Ago
pt_boat_rewrite -> client_controls
1 Hour Ago
main -> pt_boat_turret_rewrite
1 Hour Ago
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1 Hour Ago
Fix frankenstein pet not moving, it had no nav agent component
1 Hour Ago
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check
1 Hour Ago
Fix all milky and creamy teas + rich pies icons artifacting Fix new locked crate icon artifacting when zoomed out on the map
1 Hour Ago
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3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Added a menu item in Build/ to keep the build cache so we can do incremental builds
3 Hours Ago
Revert some files I didnt mean to commit
4 Hours Ago
Deep sea content is now loaded on demand when entering it - it has its own asset scene loaded/unloaded when crossing the portal - entities wait for their asset scene before spawning Saves around 260MB of RAM and 270MB of VRAM when out of the deep sea
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
merge fix_chainsawanim
4 Hours Ago
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5 Hours Ago
merge from misc_logging_cleanup 🧹
5 Hours Ago
Fix yaml issues in calf, calfmale and lamb prefabs
5 Hours Ago
rust 13th birthday cake - world model prefab updated - game model updated
5 Hours Ago
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5 Hours Ago
merge from ledgedrop_crouch_fix
5 Hours Ago
first pass on painting/tattoo stencils - stencils can be stamped onto the body as tattoos - stencils are in full RGB colour, tintable, and can be greyscaled
5 Hours Ago
merge from disable_tip_npcs
5 Hours Ago
rust 13th birthday cake - game model added - material added - prefabs setup - viewmodel setup
6 Hours Ago
Manifest
6 Hours Ago
adding extra chain joints
6 Hours Ago
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Merge from main
Today
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Today
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Fix deploy state not being correct for spectators Anim controller fixes ADS fixes Adjust mag capacity and fire rate
Today
More missing UnityEvent attributes, fixing ballista broken down anim, quarry bucket drop effects and metal detector swing sounds
Today
Fix colliders in a nested BaseEntity being attributed to the wrong Model component Fix / improve existing "Resolve duplicate Bone Names" tool to target the exact issue Used it on the 39 flagged prefabs, renamed 194 bones in total S2P oil rigs, junkyard, outpost All tests pass