158,578 Commits over 4,566 Days - 1.45cph!

8 Days Ago
Fix medieval doors not counting as closed for base occlusion (they were prefab variants not straight skins)
8 Days Ago
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
8 Days Ago
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
8 Days Ago
remove toggle option for neutral light, it's stuck on in rrp for now
8 Days Ago
Big test description pass
8 Days Ago
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
8 Days Ago
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
8 Days Ago
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
8 Days Ago
merge from main
8 Days Ago
TestLivestockHome cleanup
8 Days Ago
fix water reflection probe funkiness when using the chippy arcade machine in RRP
8 Days Ago
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8 Days Ago
Added static prop versions of blue computer terminals. Added collision for Small Random Room J
8 Days Ago
improved monument placement - 13s faster - split tier check out to early exit as a first check and water check to run at the end - let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
8 Days Ago
merge from render_pipeline_testing (fixes)
8 Days Ago
merge from main
8 Days Ago
Milky Healing Tea 112 > 100 healing, currently cant have more than 100 pending health anyway
8 Days Ago
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make - shaves another 22s off, which is ridiculous
8 Days Ago
fix volumetric fog shadows not working in RRP
8 Days Ago
optimize the flash beams too, they share the same shader as lasers.
8 Days Ago
Excluded some benchmark tests from CI
8 Days Ago
update from main
8 Days Ago
Bugfix: avoid local client player being destroyed during scene switch also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
8 Days Ago
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8 Days Ago
merge from main
8 Days Ago
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8 Days Ago
Added an editor test to check the store doesnt use mp4 videos because looks like I can't check a video extension myself
8 Days Ago
Fixed the contact images being too dark on RRP
8 Days Ago
Halloween Wallpapers - texture updates
8 Days Ago
Updated instrument dlc video (was mp4) Removed some old mp4 refs in prefabs
8 Days Ago
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
8 Days Ago
Merge from rust_render_pipeline
8 Days Ago
Merge from main
8 Days Ago
Fix garage doors blocking navmesh above them when closed
8 Days Ago
Rebalance how much food livestock needs (stomped Jarry halving the amount with a previous fix)
8 Days Ago
merge from critter_animals
8 Days Ago
fix turtle error log - swimming NPCs no longer pause their navmeshagent, the agent is disabled but required on the prefab for other dependencies
8 Days Ago
Fix pooling bugs causing crabs and jellyfish to often be invisible
8 Days Ago
Fix dialogue for purchasing calves appearing to be successful with insufficient scrap
8 Days Ago
Fixed cargoship lighting regression.
8 Days Ago
Adult animals get two ropes like the horses Rope ends off camera Applied rope fixes to horses as well
8 Days Ago
Blurhash
8 Days Ago
Updated plague doctor store page media (video + one screenshot) Updated jungle pack store page video (was a mp4)
8 Days Ago
Livestock vendor now says how much wool you need when you don't have enough wool to sell
8 Days Ago
More halter meshes for calf and bull
8 Days Ago
Updated lead interaction icon
8 Days Ago
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
8 Days Ago
If doing the underwater labs mission in a team, activating a boombox counts towards team members objective progress if they are currently in the same underwater lab Change TerrainPath.FindClosest to use SqrMagnitude2D instead of Distance2D
8 Days Ago
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
8 Days Ago
Prevent wild livestock from dying from hunger etc