138,623 Commits over 4,324 Days - 1.34cph!

Just Now
Merge from bushfix
4 Minutes Ago
Merge from boxes_dlc
5 Minutes Ago
Merge from signalcomputercollider
6 Minutes Ago
Merge from mobile_grid_fixes
2 Hours Ago
merge from deepsea_fixes
2 Hours Ago
Compile fix
2 Hours Ago
merge from deepsea_fixes
2 Hours Ago
Make sure you aren't teleported back OOB when coming back from the deep sea Fixes boat exploding when exiting the deep sea near the edge of the map
2 Hours Ago
Force the player model to play the deploy animation when switching between entities that use planners
3 Hours Ago
Restore the models I deleted from main that are still used in that branch
3 Hours Ago
Added BBQ
3 Hours Ago
Updated held positions for all guitars + bass
3 Hours Ago
merge from main
3 Hours Ago
Removed animator from sks
3 Hours Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
3 Hours Ago
Terrain mesh collision cells wip
3 Hours Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
4 Hours Ago
Merge from tunnet_netgroup_fix
4 Hours Ago
Compile fix
4 Hours Ago
merge from main
4 Hours Ago
Added two console commands ClearContainer and ClearContainer_radius
4 Hours Ago
Merge from main
4 Hours Ago
Automatically generate help text for convars with args that don't have help text in the attribute
5 Hours Ago
Fixed disable world prefabs pref not disabling for all paths
Today
merge from deepsea_fixes
Today
Added some logs to help solve the mystery of the missing deep sea portal
Today
merge from main
Today
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Today
Add RendererBatch to box conditional contents
Today
Collision, gibs, prefab setup
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
Today
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
Today
Merge: from main
Today
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
Today
merge from main
Today
Fix ghostship d still spawning 100% of the crates when the deep sea opens
Apartment complex b progress
Today
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Today
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
Today
Moved drop controller and hero modals warmup to the home tab warmup
Today
Alternative fix for MSurf_MaterialSortID issue
Today
merge from indirect_instancing
Today
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.
Today
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
Today
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Today
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
Today
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
Today
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Today
Maybe this time it will work