119,424 Commits over 4,018 Days - 1.24cph!
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Blank slate to start work on a new menu
Fixed eggs spawning in ice lakes
Fallback to terrain height when the raycast didnt hit
initial prefab setup and folders for jungle/aztec ak
Bugfix: WaterCollision.GetIgnoreIndirect properly fills entire result set
Tests: ran unit tests + staging demo playback
added pipe mesh to the ziggurat
Updated Cooked Snake Material
Updated Game Manifest
Added back Raw Snake Meat Textures
Eggs spawn at water level
Tests: adding TestWaterIgnoreConsistency to further narrow down what is going wrong
Tests: ran new unit test, it does fail as begrudgingly expected
Client optims:
- Removed Update call from egg entity, moved to a single manager updating all of them - halved the cpu time
- Enabled pooling
Prevent tigers from fighting panthers all the time
Zigg tank large
-Collision update
-LODs
-Repack UVs
-Feedback pass
Allow setting a custom initial orientation for projectiles
Merge from jungle_update (different tiger spawning rules)
Experiment with different spawning rules for tiger and panther, trying to avoid them spawning too close to each other
Removed Old Snake Raw Textures
Added in Snake Raw Meat and Cooked Meat Materials and Models
Setup Snake Cooked Meat Materials and World Model
Merge from env_volume_performance_testing
Set indirect specular render target's alpha to zero when subsurface scattering isn't in use to avoid rendered icons from having back backgrounds
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Enabled raycasting on egg spawned during the event
Easter egg hunt improvements and fixes:
- Egg spawn pos is now raycasted instead of using the terrain height map - fixes eggs spawning inside rocks, player bases etc
- Initial eggs spawn uses raycast commands and is budgeted and spread out during warmup time
Adjusted base clip distance
Prepped prefab for cull volumes.
merge from groundwatch_nre_fix
Fixed vending machine storage adaptor pipes always being blocked
merge from Easter_event_2025
prefab cleanup - added guard rails
- Server projectiles now properly prevent head clipping on throw
- Rebound HideUntilMobile to a more realistic distance for current rust
- Setup convars to be able to control server projectile clipping settings with overrides on a per projectile basis
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Merge from env_volume_performance_testing
Fixed the issue with the skin's speculer when using subsurface scattering and deferred indirect lighting
added the new terminals and electric boxes to the scene
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trawler ship - broke the mesh down into components/tasks - ladder triggers, doors, ship fully explorable
Add convars to control camera clip buffer time and if enabled
Optim: FinalizeTickParallel - use a burst job to gather players to validate for tick history
- Cleaned up a bunch of code by switching to NativeList from NativeArray
- more TickInterpolatorCache usage
Tests: staging demo playback
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renamed rustige egg g deployed prefab to use same naming conventions as previous versions
Hotfix: Clamp texture streaming budget to at least 4096 MB