136,744 Commits over 4,444 Days - 1.28cph!

12 Months Ago
Updated limited tab styling
12 Months Ago
removed BatchedWaterRays option and disabled codepath
12 Months Ago
Added LOD3 textures for floating walkways
12 Months Ago
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
12 Months Ago
merge from main
12 Months Ago
Update: extra scopes for Projectile perf tests Tests: ran the perf tests
12 Months Ago
corrected profile region name
12 Months Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Months Ago
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
12 Months Ago
Enable burying on seasonal weapons
12 Months Ago
Enable burying for attachments (splitting this so its easier to subtract if needed)
12 Months Ago
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)
12 Months Ago
Enable burying on a set of weapons
12 Months Ago
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
12 Months Ago
Don't try to return prefabs to the pool if the map is being unloaded
12 Months Ago
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
12 Months Ago
Store, home styling improvements
12 Months Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
12 Months Ago
Fixed rust logo button not going back to home
12 Months Ago
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
12 Months Ago
arctic page content
12 Months Ago
Fixed crate names vanishing after switching language
12 Months Ago
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
12 Months Ago
Removed old store convars
12 Months Ago
Fixed some layout issues with material names in steam inv screen
12 Months Ago
Fixed settings menu search returning disabled options
12 Months Ago
Added last remaining COL meshes for floating walkway
12 Months Ago
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.
12 Months Ago
Fixed skin viewer never loading skins when not connected to a server
12 Months Ago
Store mask NRE fix
12 Months Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
12 Months Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
12 Months Ago
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
12 Months Ago
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
12 Months Ago
inventory scroll bar fix for the 84th time
12 Months Ago
Clean up the homepage, and header navigation
12 Months Ago
Update frontier pack
12 Months Ago
update abyss pack items
12 Months Ago
merge from nametag_clipping_fix
12 Months Ago
Merge from fishing_village_a_door_fix
12 Months Ago
Marked the red door leading into the vehicle purchase building at fishing village a always openable, previously was blocked on servers first boot and would be openable after server restart
Rin
12 Months Ago
Added Rocks, cliffs, iceberg Enabled some craggy items
12 Months Ago
Merge from NormalizedTapeUsed_nre
12 Months Ago
Fixed possible NRE when recording a cassette (NormalizedTapeUsed)
12 Months Ago
Merge from project_generation
12 Months Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Months Ago
Fix prefabs in asset scenes having the full path as their name (some code depends on it just being the filename)
12 Months Ago
Push editor script
12 Months Ago
Merge from main
Rin
12 Months Ago
Road collliders Painted road and roadside Bakes