135,945 Commits over 4,293 Days - 1.32cph!

10 Months Ago
Material improvements.
10 Months Ago
Fixed RepositionOnGroundMissing::OnGroundMissing NRE
10 Months Ago
Simplification of slot logic
10 Months Ago
Snake trail hide FX test.
10 Months Ago
Encapsulate logic in viewmodel clothing Correct skeleton list is now rendered depending on conditional logic
10 Months Ago
re-applied spatially aware volume changes to bunker tunnel entrances post merge
10 Months Ago
merge from 118111
10 Months Ago
tweaked entrance bunker volumes to not hide sunlight/sky in ladder room
10 Months Ago
changed environment volumes gizmo color for clarity
10 Months Ago
Timing and effect tweak
10 Months Ago
Improve flanking algorithm
10 Months Ago
merge from main
10 Months Ago
moved the rusty gates back into place
10 Months Ago
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10 Months Ago
Shrink down in size and align to to terrain when escaping
10 Months Ago
updated viewmodel vine swing animation
10 Months Ago
Experiment with path post process for overwatch and flank
10 Months Ago
fixed an offset on jungle skin triangle block
10 Months Ago
Removed cracks decal from Zigg scene. Also added bit more fidelity to more jungle ruins COL meshes.
10 Months Ago
Temporary collision for jungle cell door. Remade cell door prefab to allow for components being added.
10 Months Ago
fixed an offset on jungle skin floor block
10 Months Ago
Merge: from reduce_appmarkersellorder_allocs - Reduces pool spillage and misses of ProtoBuf.AppMarker.SellOrder Tests: started server on procgen map
10 Months Ago
Optim: Increase ProtoBuf.AppMarker.SellOrder pool capacity to 2k - Should reduce creation and spillage of SellOrders Tests: booted server on procgen.
10 Months Ago
Merge from blowpipe
10 Months Ago
Backpack holster setup
10 Months Ago
Setup holster info
10 Months Ago
Removing obsolete jungle ruins cell top meshes
10 Months Ago
Second pass on jungle ruin walls collision to adhere COL meshes closer to stepped and jagged wall pieces
10 Months Ago
revert underwater effects merge to figure out server issue
10 Months Ago
Merge: from profiling_improvements Tests: snapshot on craggy in editor
10 Months Ago
Merge: from main Tests: none, no conflicts
10 Months Ago
Update: Further removal of about 10% methods from perf snapshot - Built using e70c083b Tests: took a snapshot on craggy
10 Months Ago
lowered the ground under the zigg pond water to allow swimming effect to work
10 Months Ago
Fixed a null ref when comparing identical environment volumes
10 Months Ago
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
10 Months Ago
Merge: from listcompare_optim - ListHashSet can now be pooled and supports Compare - Optim Networkable.UpdateSubscriptions via ListHashSet Tests: unit tests
10 Months Ago
Merge: from main Tests: none, no conflicts
10 Months Ago
Clean: simplify code via ?. notation Tests: unit tests
10 Months Ago
Optim: Constain List<T>.Compare to only works on List<T> This removes remaining 4 boxing allocations Tests: unit tests
10 Months Ago
Optim: Use ListHashSet<T>.Compare in UpdateSubscriptions and UpdateHighPrioritySubscriptions Tests: none, trivial change
10 Months Ago
Update: Network.Visibility.Provider works on ListHashSet Tests: none, simple changes
10 Months Ago
Update: Facepunch.Pool now supports ListHashSet - gave ListHashSet a default ctor Tests: unit tests
10 Months Ago
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
10 Months Ago
Update: ListHashSet has it's own specialized static Compare method - Replciated tests from ListExtensionTests for ListHashSet Tests: ran unit tests
10 Months Ago
lower ziggurat terrain position in Z, then resculpted to meet the ground line
10 Months Ago
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10 Months Ago
Merge from uv2_paint_fix
10 Months Ago
Fixed warning spam when painting on a mesh without a uv2 channel
10 Months Ago
Compile fix for 119282
10 Months Ago
Use entity display name from PrefabInformation component for Rust+ death notification if available