159,518 Commits over 4,566 Days - 1.46cph!

Today
Don't strip BRG shader variants from builds Use only one instancing method at a time and begin deprecating RenderMeshIndirect() path by toggling it via a uniform. (not a keyword)
Undo snuck in files
Give live and old layers seperate visibility values (fixes fade applying to new tatto ink in live painting)
Cleanup softcore and hardcore changelogs
Today
rust 13th birthday cake - lods added - prefabs updated
Today
exported 3p attach anims for grenade, smoke grenade, flare, crackers and beancan grenade
Min fade value so even brand new tattoos are slightly transparent
Today
Updated skinviewer nailgun to use the rigged VM
Today
- added updated seagull model, textures and materials
Today
Updating warhead garage door rig and open mesh
Today
first pass, experimenting
Today
merge from weapon_refresh_nailgun - updated viewmodel and workshopsource model
Today
updated nailgun workshopsource model
Today
Make wind shaders SRP batcher compatible
Updated default view so it's not your bare ass
Today
Fix possible race condition when reordering pre_culled_mask
Today
Adding new cow and sheep turn 180 animations
Today
Make leading still the default interaction before petting
Today
Merge: from main
Today
merge from MiltunsBlockers
Today
merge from TraincarSFX
Today
merge from 3p_cleaver_resize
Today
merge from Item2FunCraftingMenu
Today
Fix animals not attacking players standing next to vehicles
Today
merge from Livestock_animals
Today
Cherrypick 168240 dungeon_fixes
Today
merge from dungeon_fixes
Today
Updating nailgun viewmodel rig with correct model
Today
Restored tropical3 terrain
Today
Root motion fix up on jump down anims
Today
Remove HeightSlope slope only used by map rendering saves ~11MB, more in deepsea Use normals instead of slope for map rendering
Today
Add iso grid topology option
Today
Fix bases decaying despite TC having upkeep when the decay tick gets slowed down on very high entity count servers - change decay tick from being a hardcoded 5 entities per tick to budgetted to 0.25ms per tick - in practice most servers won't hit this: this is 200k decay entities & 10 server FPS to start reaching the budget - paces so we don't burn budget looping through the list too quickly
Today
Enable terrain normal mips and use for lower detailed lods Fix ring position rounding issues at lower cell sizes Remove terrain stencil material from terrainConfig (is now the default) Use y-distance from terrain to skip LOD rings
Today
Refactor how files (paintings, cassettes, etc) are keyed internally Fixes signs with the same contents (uploadsign) being cleared unexpectedly
Today
Switch batches from channel 1 -> channel 0 so it's ordered with all the other packets (since we no longer use unordered for position packets)
development_server_fix -> main
Cleanup cache query return
Today
Hooked up new mount forward animations (sheep still has issues)
Today
Merge from Animal_Jumping
Today
Merge from main
Today
Fixed failing NPC mounting tests (switched tests to use sheep and not cow)
MeshPaintable3D uses 16-bit unorm UV buffer instead of Half float. Increases precision up to 32x without increasing memory since all 3d painted meshes have UVs in the 0-1 space. Fixes blotchy and jagged brush strokes. Also effects egg suit.
Today
merge from main
Today
Cherrypick 168219
Today
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Restore opacity slider to tattoo UI Changed tattoo UI to sample colours from a .asset instead of colour picking from an image so we can use tattoo-appropriate colours (currently uses same colours as before except black)
Today
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Add bump effect to tattoos
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server