198,864 Commits over 4,140 Days - 2.00cph!

5 Hours Ago
Cannons can now be placed after boat construction
5 Hours Ago
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5 Hours Ago
Store tweaks
5 Hours Ago
Modular boats steering wheel tier 2 4k textures for media caps
6 Hours Ago
Update: DemoBuildingsViewer - always visualize spawn markers Simplifies scene setup Tests: used in editor
6 Hours Ago
Bugfix: SpawnMarker.SpawnType are now proper bitflags Tests: none, trivial change
6 Hours Ago
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6 Hours Ago
Clean: move Building to Benchmark namespace Tests: compiles in editor
6 Hours Ago
Update: DemoBuildingsViewer - export spawn markers Tests: ran the export with couple markers
Today
Updated limited tab styling
Today
removed BatchedWaterRays option and disabled codepath
Today
Added LOD3 textures for floating walkways
Today
New: editor-only SpawnMarker for DemoBuildingsViewer - automatically links up to nearest building, but can override Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups Tests: loaded staging demo and checked how gizmos draw
Today
merge from main
Today
Update: extra scopes for Projectile perf tests Tests: ran the perf tests
Today
corrected profile region name
Today
Merge from trimmed_asset_warmup/scene_warmup
Today
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
Today
Enable burying on seasonal weapons
Today
Enable burying for attachments (splitting this so its easier to subtract if needed)
Today
Enable burying on a set of weapons
Today
Defer hiding the loading screen until after returning to the menu scene Fixes getting into a weird state when cancelling while waiting for asset scenes to load (they need to finish loading first)
Today
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
Today
Don't try to return prefabs to the pool if the map is being unloaded
Today
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
Today
Store, home styling improvements
Today
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
Today
Fixed rust logo button not going back to home
Today
merge from new_menu
Today
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces - GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
Today
arctic page content
Today
Fixed crate names vanishing after switching language
Today
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
Today
Removed old store convars
Today
Fixed some layout issues with material names in steam inv screen
Today
Fixed settings menu search returning disabled options
Today
Added last remaining COL meshes for floating walkway
Today
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
Today
merge from new_menu
Today
Store mask NRE fix
Today
Fixed skin viewer never loading skins when not connected to a server
Today
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
Today
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
Today
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Today
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
Today
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
Today
inventory scroll bar fix for the 84th time
Today
Clean up the homepage, and header navigation
Today
Update frontier pack
Today
update abyss pack items