192,321 Commits over 4,049 Days - 1.98cph!

3 Days Ago
updated viewmodel vine swing animation
3 Days Ago
Experiment with path post process for overwatch and flank
3 Days Ago
fixed an offset on jungle skin triangle block
3 Days Ago
Removed cracks decal from Zigg scene. Also added bit more fidelity to more jungle ruins COL meshes.
3 Days Ago
Temporary collision for jungle cell door. Remade cell door prefab to allow for components being added.
3 Days Ago
fixed an offset on jungle skin floor block
3 Days Ago
Merge: from reduce_appmarkersellorder_allocs - Reduces pool spillage and misses of ProtoBuf.AppMarker.SellOrder Tests: started server on procgen map
3 Days Ago
Optim: Increase ProtoBuf.AppMarker.SellOrder pool capacity to 2k - Should reduce creation and spillage of SellOrders Tests: booted server on procgen.
3 Days Ago
Merge from blowpipe
3 Days Ago
Backpack holster setup
3 Days Ago
Setup holster info
3 Days Ago
Removing obsolete jungle ruins cell top meshes
3 Days Ago
Second pass on jungle ruin walls collision to adhere COL meshes closer to stepped and jagged wall pieces
3 Days Ago
revert underwater effects merge to figure out server issue
3 Days Ago
Merge: from profiling_improvements Tests: snapshot on craggy in editor
3 Days Ago
Merge: from main Tests: none, no conflicts
3 Days Ago
Update: Further removal of about 10% methods from perf snapshot - Built using e70c083b Tests: took a snapshot on craggy
3 Days Ago
lowered the ground under the zigg pond water to allow swimming effect to work
3 Days Ago
Fixed a null ref when comparing identical environment volumes
3 Days Ago
cherrypicking broadphase_abp
3 Days Ago
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
3 Days Ago
Merge: from listcompare_optim - ListHashSet can now be pooled and supports Compare - Optim Networkable.UpdateSubscriptions via ListHashSet Tests: unit tests
3 Days Ago
Merge: from main Tests: none, no conflicts
3 Days Ago
Clean: simplify code via ?. notation Tests: unit tests
3 Days Ago
Optim: Constain List<T>.Compare to only works on List<T> This removes remaining 4 boxing allocations Tests: unit tests
3 Days Ago
Optim: Use ListHashSet<T>.Compare in UpdateSubscriptions and UpdateHighPrioritySubscriptions Tests: none, trivial change
3 Days Ago
Update: Network.Visibility.Provider works on ListHashSet Tests: none, simple changes
3 Days Ago
Update: Facepunch.Pool now supports ListHashSet - gave ListHashSet a default ctor Tests: unit tests
3 Days Ago
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
3 Days Ago
Update: ListHashSet has it's own specialized static Compare method - Replciated tests from ListExtensionTests for ListHashSet Tests: ran unit tests
3 Days Ago
lower ziggurat terrain position in Z, then resculpted to meet the ground line
3 Days Ago
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3 Days Ago
Merge from uv2_paint_fix
3 Days Ago
Fixed warning spam when painting on a mesh without a uv2 channel
3 Days Ago
Compile fix for 119282
3 Days Ago
Use entity display name from PrefabInformation component for Rust+ death notification if available
3 Days Ago
Merge from GetCurrentUndergroundLayer_nre_fix
3 Days Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
3 Days Ago
Snake loco fx WIP & related files.
3 Days Ago
Merge from jungle_update
3 Days Ago
Remove Facepunch.Editor reference
3 Days Ago
Merge from jungle_update
3 Days Ago
Fixed outbreak sprayer item id
3 Days Ago
Remove dismount handling on VineMountable
3 Days Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
3 Days Ago
More work on handling player movement properly when a vine tree is destroyed
3 Days Ago
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3 Days Ago
Another distance interaction fix
3 Days Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
3 Days Ago
Include vehicle detailed layer in vine dismount check