139,208 Commits over 4,352 Days - 1.33cph!

11 Days Ago
Terrain mesh collision cells wip
11 Days Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
11 Days Ago
Merge from tunnet_netgroup_fix
11 Days Ago
Compile fix
11 Days Ago
merge from main
11 Days Ago
Added two console commands ClearContainer and ClearContainer_radius
11 Days Ago
Merge from main
11 Days Ago
Automatically generate help text for convars with args that don't have help text in the attribute
11 Days Ago
Fixed disable world prefabs pref not disabling for all paths
11 Days Ago
merge from deepsea_fixes
11 Days Ago
Added some logs to help solve the mystery of the missing deep sea portal
11 Days Ago
merge from main
11 Days Ago
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11 Days Ago
Add RendererBatch to box conditional contents
11 Days Ago
Collision, gibs, prefab setup
11 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
11 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
11 Days Ago
Merge: from main
11 Days Ago
Add a temp hack for missing surface.GetScissorRect Add some invalid handle checks to shadow rendering Remove that unused code Potential micro optimization for trace filter tables Fix MSurf_MaterialSortID check being to aggressive perhaps Minor cleanup Fix last map not loading correctly if it's an addon map
11 Days Ago
merge from main
11 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
11 Days Ago
Apartment complex b progress
11 Days Ago
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11 Days Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
11 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
11 Days Ago
Alternative fix for MSurf_MaterialSortID issue
11 Days Ago
merge from indirect_instancing
11 Days Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
11 Days Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
11 Days Ago
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Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
11 Days Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
11 Days Ago
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11 Days Ago
Maybe this time it will work
11 Days Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
11 Days Ago
Probably fix Linux dedicated server build
11 Days Ago
Fix MSurf_MaterialSortID check being to aggressive perhaps * Doesn't happen to me, so cant test if this actually fixes the issue
11 Days Ago
merge from boxes_dlc
11 Days Ago
merge from main
11 Days Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
11 Days Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
11 Days Ago
missed consolesystem commit for painting line tool
11 Days Ago
Added packet count flushing
11 Days Ago
merge cannon_fuse_burn to main
11 Days Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
11 Days Ago
Skin pass for vagabond jacket
11 Days Ago
merge from main
11 Days Ago
update from main
11 Days Ago
Fix cannon handle spinning due to buoyancy.