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137,396 Commits over 4,474 Days - 1.28cph!

41 Days Ago
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
41 Days Ago
Modify unit tests to use pooling for collections to remove some GC we wouldn't see in a live scenario - consistency tests pass
41 Days Ago
update to dartboard textures - got rid of the baked in chalk markings on blackboard.
41 Days Ago
Updating poker bandana skinning
41 Days Ago
merge from optim_bonerenderer
41 Days Ago
push codegen
41 Days Ago
Add mesh.list_skinned to dump a csv of all active skinned meshes
41 Days Ago
gas station interior changes adding separate car lift removing garage door gas station S2P
41 Days Ago
Wooden Arrow Revamp
41 Days Ago
Switch to delta
41 Days Ago
Removed duplicate LOD material
41 Days Ago
Fixed back to front canvas in large apartment. Fixed LOD material and deleted obsolete duplicate.
41 Days Ago
Satelite targeting movement improvements and tweaks. Expose an anim curve for movement. Double duration. Set free fuel back to true in editor.
41 Days Ago
Port viewmodel motion vector pass to RRP
41 Days Ago
Battery fixes
41 Days Ago
snapping_fixes -> main
41 Days Ago
merge from main
41 Days Ago
- Update the RustRenderPipelineGlobalSettings to ensure the asset gets created - Added the newly create global settings asset that was generated - Updated the graphics settings to contain the new global settings for RRP
41 Days Ago
Replaced placeholder kiosk posters, added subtle normals and roughness, added padding
41 Days Ago
Update: TerrainHeightMap.GetQueryStructure now takes in a flag for deep sea data - got rid of bespoke height and normal sampling from HeightMapQueryStructure - bugfix: buoyancy - WaterSystemBurst.GetHeightArray_Burst now samples relevant heightfields instead of assuming deepsea heightfield is a single const Last duplicate is gone, yay. Can finally look at fixing WaterLevel.GetWaterLevel and other spots Tests: booted into craggy, generated deepsea and teleported to it - swam around, went to the islands, went to scientist tugboats
41 Days Ago
merge from batteringram_wheels_fix
41 Days Ago
merge from wallpaper_fixes2
41 Days Ago
Fixed menu item modal arrow buttons not working (missing UnityEvent attribute)
41 Days Ago
Inventory idle animation updates
41 Days Ago
pool table lods and materials prefab setup for RE-implementation setup colliders
41 Days Ago
Added a toggle for shadow caching in the experimental settings
41 Days Ago
Fixed WallpaperPlanner.CLIENT_ChangeSkin NRE
41 Days Ago
Fixed needing cloth in your inventory to reskin wallpapers (reskin is free)
41 Days Ago
Apartments complex scene2prefab
41 Days Ago
Fixed battering ram middle wheels rotating backwards
41 Days Ago
merge from localizebindtoken_error_fix
41 Days Ago
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
41 Days Ago
Fixed InputSystem.Keyboard.get_Item error
41 Days Ago
merge from silencer_loot_fix
41 Days Ago
fixed naming
41 Days Ago
updated painting textures
41 Days Ago
Merge from main - may need to rerun manifest
41 Days Ago
got rid of nasty uv seam
41 Days Ago
Prototype cyilnder water volume
41 Days Ago
Manifest stuff
41 Days Ago
Add NPC to damaged wing of apartment prefab (right beside the security room)
41 Days Ago
Create security guard NPC prefab and conversation
41 Days Ago
Merge from softcore_updates_jul_26
41 Days Ago
Codegen
41 Days Ago
Fix redirects of default items being included in softcore reclaim (eg. abyss torch)
41 Days Ago
Default gather rate to 2x
41 Days Ago
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
41 Days Ago
Bury the timer and or switch under the ground (so players can't press the timer and can only press the button to re-open the door)
41 Days Ago
Instead of doing the timed lock as a custom entity, implement it with normal IO (Timer + Push Button) and trigger the timer with the NPC - add `testapartmentsecuritydoor` to fire off the NPC option
42 Days Ago
Added new GatherRate server convar Multiplies total resources received from ResourceDispensers and CollectibleEntities Should cover trees, nodes, collectable plants (not farmed), and harvestable corpses