145,083 Commits over 4,413 Days - 1.37cph!

12 Days Ago
fix 3rd person dart throw
12 Days Ago
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion Tests: ran unit tests - no more failures (but there's an extra known bug)
12 Days Ago
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
12 Days Ago
Minor cleanup Restore network compatiblity with main Hacks for P2P * I HATE this
12 Days Ago
Remaining cookies
12 Days Ago
cleanup, compiler fix
12 Days Ago
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity This one catches out of bounds read during growth (but not the one expected) Tests: ran unit test
12 Days Ago
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
12 Days Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
12 Days Ago
Update(tests): add TickInterpolatorCache stress unit test Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues Tests: ran new test
12 Days Ago
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
12 Days Ago
Buildfix: missing files from previous submit
12 Days Ago
Scene backup
12 Days Ago
Neon prefabs to default layer for ref probe purposes.
12 Days Ago
Clean: minor reaorganization + comments Tests: unit tests
12 Days Ago
Thicker door frame for entrance
12 Days Ago
gantry clean textures
12 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
12 Days Ago
fix guard checks for when no player is mounted
12 Days Ago
Entrance a / removed overlapping geo
12 Days Ago
merge from main
12 Days Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
12 Days Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
12 Days Ago
cleanup rocket splash scenario prefab properly
12 Days Ago
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
12 Days Ago
A, B, C lighting prefabs. Layer stuff for remaining interior shells. Scene backup.
12 Days Ago
Removed backfaces from apartment comples b entrance
12 Days Ago
merge from main
12 Days Ago
Updated the check for NVIDIA Reflex to be based on the support for DLSS, as the Reflex support check currently always returns null even for supported hardware, and the DLSS support query should cover the necessary hardware checks
12 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
12 Days Ago
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not Fixes the animations persisting on syringes and bandages when they shouldn't be
12 Days Ago
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
12 Days Ago
Revert previous changes
12 Days Ago
main -> twitchdropsrenderer
12 Days Ago
Merge from main
12 Days Ago
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12 Days Ago
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
12 Days Ago
Fixed some issues with spot lights not rendering correctly with shadow caching enabled
12 Days Ago
Merge from main
12 Days Ago
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12 Days Ago
merge from computer_io_no_passthrough
12 Days Ago
merge from useLegacyWorkbenchInteraction_fix2
12 Days Ago
merge from mortar_prototype
12 Days Ago
merge fom deployable_snapping_fixes_4
12 Days Ago
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode Remove old TerrainHoleRenderer inspector Fix probe terrain holes again
12 Days Ago
Change hole rendering order to before viewmodel to avoid depth stencil conflicts Move cylinder hole primitive pivot point to bottom Add TerrainAlphaScanner tool to automatically find modified terrain alpha and add new hole system with best guess shape Integrate TerrainHoleRenderer into TerrainMeta which automatically swaps to geoclip terrain when in use (in editor) Fix terrain not using HoleMap during probe/cubemap renders
12 Days Ago
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
12 Days Ago
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12 Days Ago
Expose options for recyclers to turn off without an online powergrid and have different efficiency/duration stats with an online powergrid Update recycler loot panel UI to pull from current stats to populate the text field, also optimise its update method