141,359 Commits over 4,505 Days - 1.31cph!

Yesterday
Add tunble drone detonate distance convar.
Yesterday
possible NRE fix for mannequins
Yesterday
optimised darts textures and max sizes. we were shipping the radiation dart at 4k on all textures. RadiationDart_AO 4096 -> 512 RadiationDart_bc 4096 -> 1024 RadiationDart_mg 4096 -> 1024 RadiationDart_nrm 4096 -> 1024 42.7 MB → 2.17 MB VRAM looking at other textures that are unnecessarily big too to optimise where applicable.
Yesterday
Fix prevent building volumes being baked into the navmesh instead of ignored
Yesterday
Medkit now gives -20 radiation, same as two individual syringes Boat Planner tech tree cost down from 120 to 30 Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
Yesterday
merge from vehicle_pooling
Yesterday
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
Yesterday
Codegen
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
animation imports + keyframe curve editor
Yesterday
Deleted old prefab location
Yesterday
Ladder collision and LOD setup
Yesterday
Merge from main
Yesterday
Merge from hackweek_random_skin_crafting
Yesterday
GC optim
Yesterday
Bugfix(editor): fix store prop drawer failing to draw - added a fallback path for original image property Cuased by missing path proxy field that I ripped out during merge Tests: inspected JungleShowcase ui prefab
Yesterday
Merge from main
Yesterday
Yesterday
Adjusted frame for triangle top tier hatch
Yesterday
Fixed an issue where the Deferred+ lighting toggle wasn't been set currently when entering playmode due to the way we copy the pipeline asset
Yesterday
Buildfix: fix merge issues Tests: editor opens
Yesterday
Merge: from main
Yesterday
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
Yesterday
Bugfix: grab latest binaries for Rust.Native One of them was stale, breaking the feature Tests: booted into craggy on windows - no more exception
Yesterday
Arrow Revamp Icon fixes
Yesterday
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
Yesterday
Merge: from main
Yesterday
Merge from main
Yesterday
Added changes that should have been checked out with the last commit
Yesterday
Added support for Deferred+ lighting
Yesterday
Repair bench fix
Yesterday
SAM site vs drone buffs wip: Missiles use a proximity fuse against drones (reusing the MLRS trigger), lead vs them without aim error at 2.25x speed, and destroy drone-dropped explosives mid-air (no fireballs)
Rin
Yesterday
merge from swamp_tree_buff
Rin
Yesterday
Increase all swamp tree wood harvest from 300 to 1000
Yesterday
Random includes the default skin now too
Yesterday
Cached skin id fix
Yesterday
More suspension/steering/grip tweaks from testing, can be further tweaked after feedback Removed the burnout/launch attempt, wasn't working right Fixed engine revs to use front wheel speed instead of rear (AWD so no difference) Rear wheels now visually lock during a handbrake instead spinning
Yesterday
Yesterday
Refactor
Yesterday
merge from main, fix proto conflict
Yesterday
Market terminal now needs charge from the powerplant to function Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant Each transaction costs 10 charge Marketplace terminal UI shows current charge
Yesterday
Merge from main
Yesterday
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
Yesterday
Merge from render_pipeline_testing
Yesterday
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
Yesterday
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
Yesterday
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now
Yesterday
Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in
Yesterday
Merge from new_navmesh_fixes