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14,003 Commits over 2,527 Days - 0.23cph!

2 Years Ago
Server compile fix
2 Years Ago
Global S2P with HLOD
2 Years Ago
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene) Went through each monument looking for stragglers, some notable finds: -the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD -converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
2 Years Ago
Update wooden_crate_e (and it's camo version) to MeshLOD
2 Years Ago
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD S2P supermarket, NMS, bandit town, water treatment
2 Years Ago
Rerun fishing village A and C S2P
2 Years Ago
2 Years Ago
Merge from techtree_panel_improvements
2 Years Ago
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
2 Years Ago
Play the old workbench open/close sounds when opening a tech tree on a workbench Play just the appropriate open sound when switching to a tech tree
2 Years Ago
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2 Years Ago
Added a global S2P mode that updates all HLOD (Tools/Scene2Prefab/Update All Force HLOD) Global S2P with full HLOD update Also included the new lighting files unity seems to want to produce for scenes
2 Years Ago
Removed UI.Dialog.EnterLockCode scene (just use the prefab)
2 Years Ago
Relaxed bounds check when flood filling seeds (putting on a branch as it's slightly too risky for a hotfix) Resolves case where standing too far away from the planter would result in the player only being able to flood fill a selection of the empty slots
2 Years Ago
Fixed a case where holding shift and placing seeds after looking at a planter would throw client side building errors
2 Years Ago
Fixed a case where seed flood fill would show incorreect guides when looking at planter behind a building block
2 Years Ago
Merge from main
2 Years Ago
Fixed some bait items not displaying a max stack size of 1 (raw bear meat, likely more) No actual gameplay change, just UI
2 Years Ago
Fixed items sometimes getting dropped in the world when caught in a fish trap intead of inserted into the inventory
2 Years Ago
Merge from main
2 Years Ago
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version S2P no longer processes any UI prefabs
2 Years Ago
Cherry pick 98470 for scene stats
2 Years Ago
Reconvert and remove MaterialSetup on various prefabs that conflicted with the last merge
2 Years Ago
2 Years Ago
Add /MemoryCaptures to ignore.conf
2 Years Ago
Revert arctic hazmat to old version without skin tests Disable hand mesh rendering on arctic, diving suit, lumberjack, nomad, spacesuit, twitch and vanilla hazmat suits
2 Years Ago
Merge from main
2 Years Ago
Fixed graphics.collapseRendererLOD getting set to false every launch
2 Years Ago
Fixed industrial conveyor filter number fields scrolling when the player uses the scroll wheel on them
2 Years Ago
Merge from main
2 Years Ago
Client compile fix
2 Years Ago
Don't show the IO connection at all if the player holds sprint while unlimitedIO is active
2 Years Ago
Fixed IO not being usable inside no build zone
2 Years Ago
Rolled freeUpgrade into freeBuild Exposed all of the creative options in the rust editor window for easy dev access
2 Years Ago
Renamed noBuildCost to freeBuild FreeBuild mode now allows you to build blocks to a specific grade rather than just twig Selected build grade is displayed in the right click context menu while holding the planner, can be cycled with Q and E
2 Years Ago
Convert bypassrepaircooldown to freerepair, bypasses the cooldown and makes repairs free
2 Years Ago
Added creative.freeUpgrade, allows the hammer to change grades downwards
2 Years Ago
Added creative.freePlacement, bypasses all building checks Added creative.unlimitedIo, removes limit on number of IO points, length of IO connection and auth/prevent building limits
2 Years Ago
Creative mode boilerplate, toggleable server wide via "creative.allUsers" or per player via "creative.toggleCreativeModeUser", intended for media production Added creative.bypassRepairCooldown Added creative.noBuildCost, allows free building of building blocks
2 Years Ago
Merge from hackweek_renderlod_collapse (last commit message was incorrect)
2 Years Ago
Merge from hackweek_renderlod_collapse (set the convar for this feature to false by default)
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Added SuppressEyeMovement animator state behaviour, disables eye and eyelid movement while the state is playing and it's layer has >0 weight
2 Years Ago
debug.FakeSpeechPlayer now works in live gameplay (still admin only)
2 Years Ago
Merge from techtree_workbench_multi_access
2 Years Ago
Merge from fishing_changes_june_24
2 Years Ago
Trout and yellow perch bait value reverted to 10, 1 stack size
2 Years Ago
Raw fish is now worth 0.5 bait and can be used in stacks of 3 (max 1.5 bait value) Catfish, orange roughy, salmon and small sharks now have a bait value of 0 (eliminates possibility of losing a valuable fish for a lower value fish)
2 Years Ago
Tech tree panel changes Rename the tabs from Tier 1/2/3 to Level 1/2/3 Reduced the size of the close text slightly Don't show the button at all for tech trees that the current workbench can't access