139,175 Commits over 4,352 Days - 1.33cph!

9 Days Ago
The main menu pages are now kept open during bootstrap and stacked one after the other. Right before the loading is released, we force rebuild their layout using a FlexScopedUpdate This fixes a bunch of layout issues for pages opened the first time: single line steam inventory, squashed settings entries until we start scrolling... Various cleanup, can now get rid of a bunch of hacks
9 Days Ago
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
9 Days Ago
Merge from bushfix
9 Days Ago
Merge from boxes_dlc
9 Days Ago
Merge from signalcomputercollider
9 Days Ago
Merge from mobile_grid_fixes
9 Days Ago
merge from deepsea_fixes
9 Days Ago
Compile fix
9 Days Ago
merge from deepsea_fixes
9 Days 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
9 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
9 Days Ago
Restore the models I deleted from main that are still used in that branch
9 Days Ago
Added BBQ
9 Days Ago
Updated held positions for all guitars + bass
9 Days Ago
merge from main
9 Days Ago
Removed animator from sks
9 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
9 Days Ago
Terrain mesh collision cells wip
9 Days Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
9 Days Ago
Merge from tunnet_netgroup_fix
9 Days Ago
Compile fix
9 Days Ago
merge from main
9 Days Ago
Added two console commands ClearContainer and ClearContainer_radius
9 Days Ago
Merge from main
9 Days Ago
Automatically generate help text for convars with args that don't have help text in the attribute
9 Days Ago
Fixed disable world prefabs pref not disabling for all paths
9 Days Ago
merge from deepsea_fixes
9 Days Ago
Added some logs to help solve the mystery of the missing deep sea portal
9 Days Ago
merge from main
9 Days Ago
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9 Days Ago
Add RendererBatch to box conditional contents
9 Days Ago
Collision, gibs, prefab setup
10 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
10 Days 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
10 Days Ago
Merge: from main
10 Days 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
10 Days Ago
merge from main
10 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
10 Days Ago
Apartment complex b progress
10 Days Ago
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10 Days Ago
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
10 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
10 Days Ago
Alternative fix for MSurf_MaterialSortID issue
10 Days Ago
merge from indirect_instancing
10 Days 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.
10 Days Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
10 Days Ago
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Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
10 Days 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