141,107 Commits over 4,505 Days - 1.31cph!

35 Minutes Ago
- Add an animation when clicking on any of the customisations options - Ensure the players eyes blind - Try and reduce the jittering when zoomed in on the models face
1 Hour Ago
merge from world models 2026 car radio world model jungle ar world model optimisation ice ak world model optimisation chainsaw world model optimisation
1 Hour Ago
car radio now has a proper world model LOD 0 cheaper than burlap sack
1 Hour Ago
- Fix crocodile dying by themselves on some seeds, was caused by them by spawn more than 20m from rivers - Crocs spawning will now be constrained to river, but if they can't find one they won't break - Better logging when animals despawn because they can't find a valid move destination
1 Hour Ago
Add new animations to the character creator
1 Hour Ago
fix to high external wall and gate collision mesh
3 Hours Ago
glass AK: - Use a mip-filtered refraction texture with specular shimmer/firefly reduction for better looking blurry refraction - Some shader simplification, remove unncessary alpha blending and emission map - Remove unnecessary "depth prime" viewmodel pass - Fix inconsistencies with viewmodel renderer shader passes between BRP and RRP
4 Hours Ago
9x improvement on the triangle culling for heightfield bounds by making it native
4 Hours Ago
Fix SpanHeightError
4 Hours Ago
- Missing files
4 Hours Ago
- Added a dust effect in the background - Make sure orbital camera works (slow it down) - Invert controls
5 Hours Ago
Various small fixes and cleanup: - Root the native log callback delegate in a static field (GC could collect it and crash the next DLL log) - RebuildTilesInBounds no longer skips the default navmesh when independent navmeshes overlap the bounds (stale tiles at island/monument seams) - IsNavMeshBuilt answers from the agent's bound navmesh with a lazy rebind instead of a fresh resolve that could disagree with every query - Restore rustnav.debugpath / debugraycast / debugsample, ported to the NavVector3 API with proper independent navmesh space transforms and a not-built guard - Delete dead code: GeometryUtils, NavmeshHelpers, TileExtractor (CreateBoxMesh moved into BackgroundTileBuilder), unused RecastWrapper P/Invokes pointing at removed exports, disabled MAX_BUILD_QUEUE throttle, GetOrigin, IsSprintingOnClient - Skip MeshColliders with no sharedMesh during tile collection, bounds-check FailTile/AddTile coords - TryOpenDoors reports whether a door actually opened (TryOpenDoorFor void -> bool) - Null-guard RustNavigation.Instance on scene teardown, clear the stale Instance in OnDestroy
5 Hours Ago
Limit nav drawing network use with kb instead of per tile, show grid again in editor, move label for tile coords to tile height
5 Hours Ago
merge from render_pipeline_testing
5 Hours Ago
fix brp error spam on low water quality
6 Hours Ago
Terrain footprint for both variants of rock_formation_medium_e
6 Hours Ago
Merge from setflag_remove
6 Hours Ago
Fix SetFlagLocal compile error
6 Hours Ago
Terrain footprint for 3 variants of rock_formation_medium_d
6 Hours Ago
Terrain footprint for 3 variants of rock_formation_medium_c
6 Hours Ago
Terrain footprint for 3 variants of rock_formation_medium_b
Today
Terrain footprint for both variants of rock_formation_medium_a
Today
Add terrain footprint calls to PlaceDecorUniform, PlaceDecorValueNoise, PlaceDecorWhiteNoise so all rock types can make use of the new component
Today
slight edit to glass ar admire anim
Today
Merge: from mt_snapshot_saving - Bugfix for HittableByTrain components not saving in Jobs 4 mode Tests: spawned a tall wooden barricade with Jobs 4 enabled
Today
first pass on critter animals general setup starting with the frog 🐸
Today
Bugfix: cache owner entity of HittableByTrains on init Avoids lookups while running SaveComponent Tests: spawned a wooden double barricade with jobs 4 enabled
Today
Glass AR - fix for borked base color texture breaking ammo alpha clip
Today
Removed lingering generator on hills_cliffs_small\rock_formation_small_d, added terrain footprint for v3_rock_formations_small\rock_formation_small_d
Today
Terrain footprint for both variants of rock_formation_small_c
Today
Terrain footprint for both variants of rock_formation_small_b
Today
Terrain footprint for both variants of rock_formation_small_a
Today
Merge: from main
Today
Merge: from async_serveroccl_gen - Optim: 4.5k server occlusion grid now generates in 22s, down from 45s Tests: unit and perf tests, 2p on craggy to validate server occlusion, visualized 4.5k map occl grid results
- Experiment with rendering the icons live, so if i change race then or skin colour then in the face tab it will show the correct race/skin color. - Fix various bugs with the preview player model - Remove the dodgy debug text - Tabs auto match the sub category labels - More tooling for taking/adjusting icon shots
Today
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils Tests: ran compile simulator
Today
Fix corrupt hazmat suit item prefab
Merge from setflag_remove
Remove obsolete SetFlag and replace existing usages with the disposable pattern
Today
exported edited flashlight refresh 3p anims and new vm admire anim
Today
Merge: from main
Today
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug Spent too long chasing non-existent domain reload ghosts Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
Today
merge from main
Today
Ladder bare variant
Today
Ladder textures
Today
merge from demo_ui_2
Today
updated Seaturtle model with LODs.
Today
Fix crashing when switching cameras, + error spam.
Today
Glass AR - texture and material update, more tint adjustments
Today
Fix scientist path success check being wrong (or instead of and)