141,120 Commits over 4,505 Days - 1.31cph!
Fixed gib collider overrides on 7 deployables
Box overrides had drifted from their gib meshes, so colliders didn't match their mesh and clipped through the floor. Some overrides had more whilst others had less gib parts.
- io.table: override list resynced 44 -> 29, boxes re-fitted (29 of 29 boxes were not a fit for their own mesh, now 6)
- HotAirBalloon_armor_T1: gib FBX re-exported, list 52 -> 51 - their origins weren't central to the mesh causing innacurate physics
- sculpture.ice: list extended 30 -> 33; the last 3 parts had been falling back to convex mesh colliders
- mannequin: boxes re-fitted (18 of 18 mismatched, now 0)
- chandelier, component.box.charcoal.large: boxes re-fitted
Glass AR - material tweaks
frankenstein table now has gibs - it was setup to have them but there was no gib mesh.
now breaks apart as expected.
Fix parenting not working when set from the field.
removed ao from gibs on advanced lootbox and primitive lootbox variants.
ao looks great on the static asset but once destroyed the gibs looks nasty when they are in shadow. Now fixed.
Fix heavy scientists not moving after being dropped by the heli on some seeds (small oilrig only?), the AI zone was too small to encompass the drop points so they couldn't find them
Merge: from main
Been a year, lets see how borked everything is
Another attempt at fixing old AIs not catching up to player
Make seat jeep animation default to 0.5, not 0
Rework how Lua panels are put behind the main menu
* Fixes that one server having issues (probably not the only one), fixes spawnmenu getting rendered in save previews
Remove "VehicleMemDupe" entity modifier
* Appears to really just do nothing
Minor cleanups
Fixed green tint on group03 male player model texture
Potential fix for oil rig scientists hitbox issues, seemed to happen mostly on stairs with arrows because of too strict anti hack padding
- 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
merge from world models 2026
car radio world model
jungle ar world model optimisation
ice ak world model optimisation
chainsaw world model optimisation
car radio now has a proper world model
LOD 0 cheaper than burlap sack
- 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
Add new animations to the character creator
fix to high external wall and gate collision mesh
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
9x improvement on the triangle culling for heightfield bounds by making it native
- Added a dust effect in the background
- Make sure orbital camera works (slow it down)
- Invert controls
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
Limit nav drawing network use with kb instead of per tile, show grid again in editor, move label for tile coords to tile height
merge from render_pipeline_testing
fix brp error spam on low water quality
Terrain footprint for both variants of rock_formation_medium_e
Merge from setflag_remove
Fix SetFlagLocal compile error
Terrain footprint for 3 variants of rock_formation_medium_d
Terrain footprint for 3 variants of rock_formation_medium_c
Terrain footprint for 3 variants of rock_formation_medium_b
Terrain footprint for both variants of rock_formation_medium_a
Add terrain footprint calls to PlaceDecorUniform, PlaceDecorValueNoise, PlaceDecorWhiteNoise so all rock types can make use of the new component
slight edit to glass ar admire anim
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
first pass on critter animals general setup
starting with the frog 🐸
Bugfix: cache owner entity of HittableByTrains on init
Avoids lookups while running SaveComponent
Tests: spawned a wooden double barricade with jobs 4 enabled
Glass AR - fix for borked base color texture breaking ammo alpha clip
Removed lingering generator on hills_cliffs_small\rock_formation_small_d, added terrain footprint for v3_rock_formations_small\rock_formation_small_d
Terrain footprint for both variants of rock_formation_small_c
Terrain footprint for both variants of rock_formation_small_b
Terrain footprint for both variants of rock_formation_small_a
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
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils
Tests: ran compile simulator
Fix corrupt hazmat suit item prefab