143,232 Commits over 4,383 Days - 1.36cph!

2 Months Ago
Merge from main
2 Months Ago
Automatically generate help text for convars with args that don't have help text in the attribute
2 Months Ago
Fixed disable world prefabs pref not disabling for all paths
2 Months Ago
merge from deepsea_fixes
2 Months Ago
Added some logs to help solve the mystery of the missing deep sea portal
2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
Add RendererBatch to box conditional contents
2 Months Ago
Collision, gibs, prefab setup
2 Months Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
2 Months Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
2 Months Ago
Merge: from main
2 Months Ago
Add a temp hack for missing surface.GetScissorRect Add some invalid handle checks to shadow rendering Remove that unused code Potential micro optimization for trace filter tables Fix MSurf_MaterialSortID check being to aggressive perhaps Minor cleanup Fix last map not loading correctly if it's an addon map
2 Months Ago
merge from main
2 Months Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
2 Months Ago
Apartment complex b progress
2 Months Ago
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Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
2 Months Ago
Moved drop controller and hero modals warmup to the home tab warmup
2 Months Ago
Alternative fix for MSurf_MaterialSortID issue
2 Months Ago
merge from indirect_instancing
2 Months Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
2 Months Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
2 Months Ago
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Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
2 Months Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
2 Months Ago
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2 Months Ago
Maybe this time it will work
2 Months Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
2 Months Ago
Probably fix Linux dedicated server build
2 Months Ago
Fix MSurf_MaterialSortID check being to aggressive perhaps * Doesn't happen to me, so cant test if this actually fixes the issue
2 Months Ago
merge from boxes_dlc
2 Months Ago
merge from main
2 Months Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
2 Months Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
2 Months Ago
missed consolesystem commit for painting line tool
2 Months Ago
Added packet count flushing
2 Months Ago
merge cannon_fuse_burn to main
2 Months Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
2 Months Ago
Skin pass for vagabond jacket
2 Months Ago
merge from main
2 Months Ago
update from main
2 Months Ago
Fix cannon handle spinning due to buoyancy.
2 Months Ago
merge from 144620 failed merge
2 Months Ago
merge from storepage_boxes
2 Months Ago
Restore component box prefab Tweaked cyclegameobject timing
2 Months Ago
Apply the door fix to the unused boat door
2 Months Ago
added RustRelay ArrayPool to print_arraypool
2 Months Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button