147,719 Commits over 4,444 Days - 1.39cph!

22 Days Ago
Collect analytics on what prefabs from the props asset scene are being used so that we can optimize how they are bundled to reduce memory usage and load time
22 Days Ago
remove extra semicolon
22 Days Ago
Fixed a very rare bug - if patrol heli crashed on top of an unloadable train wagon, the heli crates would become locked and unlootable
22 Days Ago
fix g-buffer inconsistency for skin shading between BiRP and RRP
22 Days Ago
prefab merge fix, will need to redo this
22 Days Ago
further fixes
22 Days Ago
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22 Days Ago
merge from tmp_validatehtmltag_nre_fix
22 Days Ago
Merge from PlayerRigUpdate2 Keep source on floating city scenes
22 Days Ago
fixes
22 Days Ago
Clean up completed todos
22 Days Ago
darts move ballistically when they dont hit the board
22 Days Ago
demo_breaking_fix -> main
22 Days Ago
Fix demos removing certain entities during initial playback Was most apparent with global broadcast entities and would often result in Cargo Ship not being there during playback
22 Days Ago
merge from cassettepanel_nre_fix
22 Days Ago
Fixed cassette loot panel NRE
22 Days Ago
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22 Days Ago
Fixed server-side ragdoll erratic behaviour
22 Days Ago
Fixed error when spawning server-side corpse
22 Days Ago
merge from main
22 Days Ago
Add the industrial barrels to the StorageAdaptorAllowCollisionGroup
22 Days Ago
merge from main 152363
22 Days Ago
progress on billboard/particle lighting conversion to RRP
22 Days Ago
Add a CaveNetworkGroupLayerOverride to cave_large_sewers_hard to fix network layer issues Rebake height map to fix terrain issues S2P
22 Days Ago
merge from main 152363
22 Days Ago
Avoid various allocs in ResourceDispenser.DoGather Cache an invoke action + item def harvest stat key, get rid of linq, pool hit info
22 Days Ago
merge from editor_rpc_kick_convar
22 Days Ago
Add editor only convar debug.prevent_rpc_error_kick - stops RPC errors from kicking the player
22 Days Ago
merge from spraycan_reskin_refactor
22 Days Ago
Improved way to reposition socketed child entities when reskinning - look for the matching female socket on the new entity with the same name, fall back to the closest if needed Fixes door controller attached to an high external gate swapping sides when reskinned Add StringEx.EqualsAfterLastSeparator
22 Days Ago
some set dressing/foliage polish in playground area
22 Days Ago
apartment_complex_1 s2p
22 Days Ago
killing more shadow casters, disabled shadow casting corridor interior
22 Days Ago
Add instancing setup calls to forward passes in Rust/Standard
22 Days Ago
industrial electric furnace; - cleanup redundant materials, reassigned material to assets.
22 Days Ago
merge from main 152363
22 Days Ago
killing more shadow casters, disabled shadow casting on a dozen of pointlights
22 Days Ago
Merge from unity_6.3.15
22 Days Ago
Disabled automatic lightmap baking in all scenes (this can be overwritten in case of any conflicts in .unity files)
22 Days Ago
Meta files
22 Days Ago
Improved placement of industrial torch on weapon racks
22 Days Ago
Merge from main
22 Days Ago
apartment shadow casters and proxy optimizations
22 Days Ago
added presets for cinematic textures
22 Days Ago
Industrial Storage - removed duplicate gibs file
22 Days Ago
- Add a serverside convar to be able to toggle it on/off - Parameter-less constructor to Deque so it can be pooled - Codegen
22 Days Ago
Initial attempt at mountable rollback to fix 'projectile invalid' when attacking a player thats on a mini or zipline etc. We cheat by only storing player relative positions to avoid rolling back mountables physics positions Each client will allocate and store the last 16 ticks. 192 bytes for each mounted player, which is reused via the pool. Retain old behaviour if not mounted hit or if the last 16 ticks aren't available
22 Days Ago
demo_scrubbing_optimizations -> main
23 Days Ago
Rename PathMeshLOD -> RailMeshLOD, less generic but much clearer what it does
23 Days Ago
Fix the AddToHeightMap at the end of GenerateRailMeshes not having a collider available due to the client deferring the generation of meshes & therefore mesh colliders - still generate meshes for colliders right away on servers - generate the lowest LOD in the rare case that a client is generating a map (and not loading a cached map) - keep PathMeshLOD components disabled until procgen finishes to ensure they don't update LODs mid-map generation and start deleting the colliders