145,448 Commits over 4,413 Days - 1.37cph!

Yesterday
merge from mortar_fixes
Yesterday
Fix spectator mode being broken for vehicles that don't override position/rotation
Yesterday
Merge from batch_renderer_group
Yesterday
Only initialise BatchRendererGroup if using a render pipeline
Yesterday
merge from auto_turret_cover_fix including scene2prefabs
Yesterday
scene2prefab with auto turret fixes
Yesterday
Merge from Main/bowless_crossbow
Yesterday
merge from mfm (merge from main)
Yesterday
Industrial Storage - added missing physics material to horizontal variant
Yesterday
Merge from main Manually resolve merge hell in SprayCan.cs
Yesterday
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
Yesterday
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
Yesterday
Full screen skinviewer layout/transition changes
Yesterday
Collision for large apartment
Yesterday
Adding new world model rig for m16
Yesterday
Merge from industrial_dlc
Yesterday
Reorder industrial shelf colours to match shipping container
Yesterday
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Yesterday
Remove legacy built-in instancing support from Rust/Standard shader. We're all-in on RRP, SRPB, BRG and all the other fancy acronyms.
Yesterday
Fix rare NRE from missing player models when creating sweep handles
Yesterday
update from main
Yesterday
merge from PlayerRigUpdate2
Yesterday
Fix burst cloth when spawning in near sleeping players
Yesterday
Updated shorts to eliminate transparency bleed in some skins
Yesterday
Caching m16 viewmodel textures
Yesterday
Show faded fuel blocks when consumed instead of hiding them.
Yesterday
Mortar animation update
Yesterday
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
Yesterday
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
Yesterday
Merge from lockin
Yesterday
Yesterday
FIx map not appearing
Yesterday
compile fix
Yesterday
set serialized version as well
Yesterday
wip keep locked trajectory visible but allow now control after locking in.
Yesterday
tool just injects the property into the .unity file instead of opening and saving it
Yesterday
testlist
Yesterday
updated m16a2 world mesh material order issue
Yesterday
initial tool
Yesterday
Fuel UI tweaks
Yesterday
added /ProfilerCaptures to ignore.conf
Yesterday
Add fuel related UI prefabs. Refactor/move UI fuel code.
Yesterday
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
Yesterday
added prefab exporter
Yesterday
m16a2 textures update
Yesterday
Mortar animation update to use the player update content
Yesterday
update: m16a2 textures , shading fixed on worldmodel
Yesterday
Merge: from main
Yesterday
Initial conversion of fuel count display from just text to blocks.
Yesterday
Fixed drone config screen inputfield config type