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140,461 Commits over 4,536 Days - 1.29cph!

16 Days Ago
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene S2P
16 Days Ago
Coverage Queries Renderer Feature
16 Days Ago
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
16 Days Ago
Adjusting attachment positions for glass ak color variations
16 Days Ago
Merge from main
16 Days Ago
Updating attatchments positions for glass ak
16 Days Ago
merge from main
16 Days Ago
merge from woodarmor_skinnable
16 Days Ago
Merge from main
16 Days Ago
Merge from main
16 Days Ago
merge from main
16 Days Ago
Reduce amount of network groups for rooms
16 Days Ago
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
16 Days Ago
Fix mac compile error
16 Days Ago
Fix compile errors
16 Days Ago
Send network updates of room behind the door before the door's network update is sent
16 Days Ago
Merge from main
16 Days Ago
DLSS support for RRP
16 Days Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
16 Days Ago
Faster navmesh save and load, smaller save file sizes
16 Days Ago
Merge from rendererlod_collapse_improvements
16 Days Ago
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling
16 Days Ago
Fix lingering occlusion (wait 5s before hiding on client) not always working
16 Days Ago
- Fix missing inspector arguments on character customizer page - Setup tile prefabs - Initial work on Character Preview - Set toggle on character creator page
16 Days Ago
Wired the DM Tier2 Lootbox gibs to its own material The crate already had gibs, but materialSource was unset so the pieces fell back to the shared WoodenCrate2 gib material and the tier 2 markings vanished as soon as it broke. materialSource now points at its own body renderer, so the gibs keep Crate_2_DMtier2_dif.
16 Days Ago
Fix rustnav.setnumthreads bugs
16 Days Ago
Add gibs to the DM wooden loot crates DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing. All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs). Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one. scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.
16 Days Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
16 Days Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
16 Days Ago
triangulated workshop source for wood armor gloves
16 Days Ago
Fix character creator page setup
16 Days Ago
Setup 3 new clan related achievements
16 Days Ago
different colour variants of glass AR
16 Days Ago
- deleted old anim folder - added bespoke animator for subsystem - set up subsystem and curves for one arm/two arm mask and blends - Updated 3p anims with correct prop rotation - re-zero'd rotations in entity prefab - added anim events for sounds - updated viewmodel animator naming
16 Days Ago
merge from main
16 Days Ago
Add support to select race
16 Days Ago
UI - More layout - More styles
16 Days Ago
Build libs for all platforms
16 Days Ago
Fix compile errors from the merge
16 Days Ago
Setup a system for fixed square cells in flex grids, so theres no need to compute gap and column count to get it exactly square
16 Days Ago
Adding hide events for glass ak magazine
16 Days Ago
Merge navpos
16 Days Ago
Fix tiger charging forever at the bottom of vine trees
16 Days Ago
merge from abyss torch updates branch
16 Days Ago
merge from waterpipe_spawning_rework - Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable - Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument - Lessened restrictions on terrain when determining where the pipes can spawn - Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
16 Days Ago
tweak numbers for generation distances
16 Days Ago
Glass AR - fixed worldmodel sorting issues with other in game glass objects
16 Days Ago
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
16 Days Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
16 Days Ago
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test