136,327 Commits over 4,444 Days - 1.28cph!

5 Days Ago
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
5 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
5 Days Ago
update to dartboard textures - got rid of the baked in chalk markings on blackboard.
5 Days Ago
Updating poker bandana skinning
5 Days Ago
merge from optim_bonerenderer
5 Days Ago
push codegen
5 Days Ago
Add mesh.list_skinned to dump a csv of all active skinned meshes
5 Days Ago
gas station interior changes adding separate car lift removing garage door gas station S2P
5 Days Ago
Wooden Arrow Revamp
5 Days Ago
Switch to delta
5 Days Ago
Removed duplicate LOD material
5 Days Ago
Fixed back to front canvas in large apartment. Fixed LOD material and deleted obsolete duplicate.
5 Days Ago
Satelite targeting movement improvements and tweaks. Expose an anim curve for movement. Double duration. Set free fuel back to true in editor.
5 Days Ago
Port viewmodel motion vector pass to RRP
5 Days Ago
Battery fixes
5 Days Ago
snapping_fixes -> main
5 Days Ago
merge from main
5 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
5 Days Ago
Replaced placeholder kiosk posters, added subtle normals and roughness, added padding
5 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
5 Days Ago
merge from batteringram_wheels_fix
5 Days Ago
merge from wallpaper_fixes2
5 Days Ago
Fixed menu item modal arrow buttons not working (missing UnityEvent attribute)
5 Days Ago
Inventory idle animation updates
5 Days Ago
pool table lods and materials prefab setup for RE-implementation setup colliders
5 Days Ago
Added a toggle for shadow caching in the experimental settings
5 Days Ago
Fixed WallpaperPlanner.CLIENT_ChangeSkin NRE
5 Days Ago
Fixed needing cloth in your inventory to reskin wallpapers (reskin is free)
5 Days Ago
Apartments complex scene2prefab
5 Days Ago
Fixed battering ram middle wheels rotating backwards
5 Days Ago
merge from localizebindtoken_error_fix
5 Days Ago
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
5 Days Ago
Fixed InputSystem.Keyboard.get_Item error
5 Days Ago
merge from silencer_loot_fix
5 Days Ago
fixed naming
5 Days Ago
updated painting textures
5 Days Ago
Merge from main - may need to rerun manifest
5 Days Ago
got rid of nasty uv seam
6 Days Ago
Prototype cyilnder water volume
6 Days Ago
Manifest stuff
6 Days Ago
Add NPC to damaged wing of apartment prefab (right beside the security room)
6 Days Ago
Create security guard NPC prefab and conversation
6 Days Ago
Merge from softcore_updates_jul_26
6 Days Ago
Codegen
6 Days Ago
Fix redirects of default items being included in softcore reclaim (eg. abyss torch)
6 Days Ago
Default gather rate to 2x
6 Days Ago
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
6 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)
6 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
6 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