137,980 Commits over 4,324 Days - 1.33cph!

Just Now
big merge from main autoresolve conflicts in roof.prefab and roof.triangle.prefab
19 Minutes Ago
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25 Minutes Ago
Automated tests window changes: - Added a rerun failed button - Fixed the foldout arrows not clickable - Leaving playmode mid tests cancel the run correctly and generate results - Tests can only run in the automated test scene - Run button shows a playmode icon if clicking it will start playmode
32 Minutes Ago
merge from main
47 Minutes Ago
Merge from indirect_instancing_canvas_rendering_issue
51 Minutes Ago
Merge from main
52 Minutes Ago
Removed another BroadcastRefresh call that wasn't needed
53 Minutes Ago
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1 Hour Ago
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1 Hour Ago
Added a broadcast refresh when the PhotoFrame paintable source is updated which fixes issues with some surfaces not updating correctly and reduced the number of broadcast refreshes that are needed for paintable sources
1 Hour Ago
Merge from main
1 Hour Ago
matrix display - enabled emission fresnel to reduce visual screen noise
1 Hour Ago
meds box - removed duplicate renderlod
2 Hours Ago
sulfur box - removed lod4, adjusted lod values, meshlod for matrix tools box - adjusted lod values
2 Hours Ago
ore box - adjusted lod values scrap box - adjusted lod values stone box - adjusted lod values, moved prefab location
2 Hours Ago
meds box - render lod, adjusted lod values metal box - adjusted lod values
2 Hours Ago
food box - lod values adjusted guns box - lod values adjusted
2 Hours Ago
comps box - adjusted lod values explosive box - adjusted lod values
2 Hours Ago
armour box - adjusted lod values, removed duplicate lod charcoal box - adjusted lod values
3 Hours Ago
wood box - updated lod values, removed lod4 ammo box - updated lod values, created art prefabs, adjusted empty transforms to zero
3 Hours Ago
Merge from foliage_instancing_shader_feature
3 Hours Ago
Merge from main
5 Hours Ago
Add alternate slanted grid topology option Fix culling radius calculation Fix LOD scaling cell positions for culling
Today
Merge from fix_guid_null_primitive
Today
Merge from fix_paste_mountable
Today
Merge from heli_fixcars_changes_2
Today
don't need this anymore
Today
Include any SkeletonProperties referenced models as well
Convert hair dye collection to use material parameters for Rust/Standard instead of Core/Hair Added some wip parameters to hair dye properties
Today
Fixed BBQ gibs not being skinned
Today
merge from naval_update/io_boats
Today
merge from workshop_unload_fix
Today
Updated perf text to show the skins waiting to unload count
Today
We now wait 120s before unloading a workshop skins with 0 references Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
Today
Scan the project for animations we need on the server every build
Today
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
Today
Foundation corner conditional model checks
Today
Foundation corner sockets
Today
Added CornerSocket
Today
Added ModelConditionTest_FoundationCornerLeft and ModelConditionTest_FoundationCornerRight
Support for alpha in cap base colour, gives some more control for lighter skin tones
Switch cap base color to be non-HDR in hairdyecollection
Don't do gamma correction on capbasecolor in hair dye collection
Initial hair work, set up for average skin set collection so not available by default (part 2)
Initial hair work, set up for average skin set collection so not available by default (part 1)
Today
Optimize sleeping bags - switch List<> of all sleeping bags on server to ListHashSet<> so Contains() and Remove() isn't slow - update methods to iterate through list of sleeping bags per player instead of old global list of all sleeping bags on server
Today
further SSS
Today
Tweaked some prefabs ground watch, fixing issues on boats
Today
merge from main
Today
merge from io_boats