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133,095 Commits over 4,293 Days - 1.29cph!

12 Minutes Ago
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
47 Minutes Ago
Fix for anchored status. Slightly more lenient anchor-to-water check. Additional debug drawing.
51 Minutes Ago
Fix potential "Look rotation viewing vector is zero" error
1 Hour Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
1 Hour Ago
Removed shadow mask setting from the Graphics Settings menu as we don't use a shader mask in Rust as it's for baked lighting only
1 Hour Ago
Bugfix: check if occlusion group participant is null when cleaning up occlusion groups Should not be needed, but until I track down where nulls are happening this can prevent other issues Tests: none, trivial change
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Reduce deploy volume collider on boat stairs so it can be correctly placed in all rotations with surrounding walls
1 Hour Ago
merge from main
2 Hours Ago
Added a new Additional Mask Blend Settings section to the Standard shader's Detail Layer for further control over the detail mask's blending and UVs
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Change steering wheel lock sound
3 Hours Ago
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
4 Hours Ago
Change position operations to integer coords to solve lod border issues with some terrain sizes Setup terrain renderer to run in editor for scene view and game view cameras
Today
Merge from kinematic_asleep_magnet
Today
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
Today
add deep sea version for environment volume properties ocean overrides
Today
Merge from dropped_item_optim
Today
merge from indirect_instancing
Today
rebase on main
Today
Properly cull underground objects when Indirect Instancing is enabled
Today
Progress
Today
Rename queue budget
Today
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
Today
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Today
underwater fog lerping respects reflection.forceupdate
Today
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
Today
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
Today
Merge from naval_update
Today
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
Today
Upgrade to Discord social SDK 1.8.13395 Hook up RegisterAuthorizeRequestCallback
Today
Don't allow deployable corpses on boat hulls while in edit mode
Today
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
Today
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
Today
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication. Also added a Help string too.
Today
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Today
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50cal_fullammo_spawn -> main
Ensure 50 cal turrets start with max ammo
rhib_passenger_light_fix -> main
NRE fix
Ensure only drivers can toggle RHIB lights
Today
WIP Painting Line draw tool
Today
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
Today
Paintable Reactive Target - Updated texture size down from 4K to 2K
Today
merge from main/naval_update
Today
Try setting ruin door to world layer to fix navmesh bug
Today
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.