157,164 Commits over 4,536 Days - 1.44cph!

10 Days Ago
foliage deformation experimental modes 0: invalidate cell and re-place foliage 1: acts as foliage displacement with convar for displacement/depth mod 2: acts as a mask to remove foliage from deformed areas
10 Days Ago
Squirrel animation content updates
10 Days Ago
dairy metal churn container (may not be used but it's available any time, just give me a call)
10 Days Ago
Merge from bindrefactor
10 Days Ago
Refactor two separate bind registration locations into one.
10 Days Ago
Revert guid of Assets/Rust.Ai/Agents/Sheep/Model/Sheep.fbx Quick and dirty rehook of most sheep stuff that I can see, verified sheep walks around, attacks me and dies as expected in editor
10 Days Ago
Upgrade SMAA in-place to SMAA T2x
10 Days Ago
Fixed battering ram flaky tests
10 Days Ago
spacing/line fixes
10 Days Ago
Disable debug overlay by default
10 Days Ago
Merge from main
10 Days Ago
client handling terrain deformations in the clipmap render - writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked - culling bounds also extends down to cover max deformation on each cell - foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
10 Days Ago
Updating frog rig
10 Days Ago
update ik jobs to use safe playables
10 Days Ago
Work on randomised room L so far (WIP and ongoing)
10 Days Ago
Merge from main
10 Days Ago
merge from automated_testing
10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
Merge from /skins
10 Days Ago
Merge from main
10 Days Ago
Possible StopMontage NRE fix
10 Days Ago
Merge from market_terminal_power_fix
10 Days Ago
Change the text on the market terminal to say No Power if the terminal is unpowered (can still be accessed to browse shops, it's just a visual change)
10 Days Ago
Merge from asset_exclusion_tests
10 Days Ago
Added a new ExcludeFromBundles asset label - if an asset has this label it will be removed during a build Marked battering_ram_hardware with this new tag - we use the rig version everywhere so it should be harmless to remove (and save 20mb on the client)
10 Days Ago
Marked battering_ram_hardware as non r/w Contained the whole battering ram mesh with all LODS but we only used LOD3 of the head as a convex mesh collider, so we are paying 15mb of memory on the client and on the server
10 Days Ago
Added support for hunting trophy to show cow, bull and sheep trophies Made a pass over the hunting trophy itself converting a bunch of stuff to LOD components, prefab is now a third smaller
10 Days Ago
Fix server browser gamemode filters showing inaccurate numbers and possibly mixing in other gamemodes that arent specified on your search
10 Days Ago
▋▊▊▋▋▄▊▋█▇▇▋▉▊▌▉▄ █▇ ▅▍█▉
10 Days Ago
▆ ▇▍▉▇ ▆▆▆▇▍▉▍▌▅ ▅▍▊▌▇ ▌▌▅▇ ▋▋ ▆▅ ▄▊▇▅▉▊ ▅▄ ▄▅▆▉▆▄▉▊▍▅▋▍▄ █ ▉▌▅▋▉▊▄▍ ▅▋▄▄▅
10 Days Ago
Fixed some missing beef links Fixed head dispenser pointing at wrong prefab Converted livestock pattern range into a scriptable object so we can use it on the trophy Fixed LivestockPatternTester running in builds
10 Days Ago
+ profiling
10 Days Ago
Dont call TryGetComponent 16 times a second
10 Days Ago
- Minor code cleanup - Codegen
10 Days Ago
▉ ▆▄▄▅▄ ▄▋██ █ ▉▄█▆▉ ▊▉ ▅▄▍█▆▆▅▋ ▅▋▋▋ ▉▊ ▌▄▊▋▇▉▇ ▆▊▉▉ ▅█▉▉▍ ▋▊▍▍ ▊▅ ▆▅▄▋ ▍▇▍▇▍▋▌▋
10 Days Ago
Lamb and calf corpses no longer give any resources when killed, be nice to them
10 Days Ago
Merge from honey_bandage_cleanup
10 Days Ago
merge from main
10 Days Ago
Removed all of the bandage duplicated assets in the honey bandage folder, the honey bandage just references the assets in the bandage folder anyway so none of this was used
10 Days Ago
merge playable_fixes to main
10 Days Ago
more null checks
10 Days Ago
merge from main
10 Days Ago
Fixed failing SpawnEntity_EntitySpawned tests leaking spawned entities and failing unrelated tests
10 Days Ago
PR: Type-check all arguments of player_manager.AddValidModel Delete SCRIPTNAME and SCRIPTPATH setting code * This is apparently a left over from when SCRIPTNAME and SCRIPTPATH globals existed for the currently executed script. Resolve default cubamap refcounting with recent changes Minor fixes Fixed normals on ConsoleBox models StudioMDL: Adjust behavior of no $cdmaterials * A small fix for internal model paths (modelsrc/ => models/ in generated path) * Tell the user if $cdmaterials is not provided, and display the generated path * Made the generated path have consistent slashes Adjust ConsoleBox05a material to be less reflective
10 Days Ago
▊ ▅▇▊▊▋ ▊▅▍▊▍▅▊▉▉█ ▌▉▉▍▅▇▊▍ ▄ ▆▄▋▍▌▋▅▇█▆ ▌▄▅▋▇ ▉▋▉▌ █▄█▊▊▌▉ ██▌▄ ▇██▉█▊▍ ▆▄▌▌ ▋▅▆▋█▊▋▆█▇ ▋▌▉▍▌█▄ ▄▆ ▇▋██ ▍ ▇▉▊▇ ▊▊█▉▍▊▇ ▆▇▍█▌▊▅█▊▉▊▌▉▉▆ ▌▅▋▉▅▆ ▊▇ █▌▄█▉ ▋▍▆ ▍▍▉▉▄▄▊▇▊▉▄▋ █▊▋ ▄▋▇▋ ▇▋▇▉▅ ▉▄▉▉▌▅ ▉▊▋▇▋ ▍▄▍▅
11 Days Ago
merge from fix_editor_logthread_nre -> main
11 Days Ago
Add try catch to the OutputHandler so if an exception SOMEHOW happens it can't kill the process (since it runs in the finalizer thread)
11 Days Ago
Fix log thread throwing ObjectDisposedException in editor - also fix the Task exceptions not being flattened fully