161,012 Commits over 4,566 Days - 1.47cph!

Yesterday
Add seagull group spawn points, interest zones, and flock spawners (in deeps sea) to monument scenes S2P fishing villages, harbors, ferry terminal, oilrigs, floating cities
Yesterday
merge from storepage_oct26
Yesterday
Updated sunburn media
Yesterday
add deep sea support for bird flocks
Yesterday
Append hash to uploaded store media URLs, so an updated image gets a different URL
Yesterday
anim updates
Yesterday
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Yesterday
remove non-jobified code path from laserbeams
Yesterday
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Yesterday
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Yesterday
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Yesterday
Fix harbors not spawning any crates when in tier 2 (mainly custom maps), S2P
Yesterday
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Yesterday
Optimize the player room detection code - only invalidate a deployable & player's cached room when the rooms near it are rebuilt
Yesterday
Add way to simulate player load (subscriptions, room detection)
Yesterday
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Yesterday
Fix turn in place not respecting parent yaw
Yesterday
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Yesterday
merge from demo_audio_export
Yesterday
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Yesterday
Merge `Rust.Editor` class into `EditorUtils` because it conflicts with `Rust.Editor` namespace and Unity 6.7's serialisation code gen didn't like that.
Yesterday
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Yesterday
Scrap King Ramps - Fixed UVs for both ramps LODs and Gibs
Yesterday
Final FX fixes.
Yesterday
Use Unity APIs for assembly loading
Yesterday
switch population for seagull groups to ConvarControlledSpawnPointPopulation, add population to procgen registers
Yesterday
Added mesh decal component back on to lighthouse exterior to un-break edge decals. S2P.
Yesterday
Various fixes & iterations
Yesterday
exported updated seagull takeoff and land anims
Yesterday
Quick craft focusable/usable in dpad navigation mode
Yesterday
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Yesterday
Merge from main
Yesterday
decouple seagull groups from Critters scripts, and remove the NavMeshAgent since they dont use it anyways
Yesterday
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Yesterday
Gamepad UI useDragThreshold fix
Yesterday
Capture Workshop Camera Position - Fixed UNITY_EDITOR wrap in Skinnable.cs
Yesterday
Don't try to detect generated meshes in indirect instancing because negative EntityIds aren't a thing anymore
Yesterday
medium underground train station update
Yesterday
Iterating
Yesterday
Replace deprecated BinaryFormatter with BinaryReader/Writer in WhatUsesThis
Yesterday
Horse canter control tweaks
Yesterday
merge from bird_critters
Yesterday
pick seeded spots for gull group positions from a spiral layout, to prevent some birds choosing the same spots gulls also cede way to other's paths, so they hopefully dont walk through each other (with math, no navmesh or physics) + minor performance improvement for audio tracking birds
Yesterday
Modified procgen world setup to move `Caves` above `Power Line Layout` to prevent floating powerlines over caves. Cave terrain blend was lowering terrain under already placed powerlines. This was previously fixed in cs82195 but later stomped in cs84963
Yesterday
Remove conflicting (and no longer needed) `FormerlySerializedAs` attribute
Yesterday
Merge from rust_reboot/main/lighthouse_deep_sea/
Yesterday
Use new Unity APIs for GetAssemblies()
Yesterday
Migrate to EntityIDs properly 6.7-style (⁶🤷⁷)
Yesterday
Add more serialisation attributes for Unity 6.7