128,911 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
 
                
                
                
                
                
             
         
        
            
            
            
                
                tugboat_shelf_fix -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix shelfs not working on tugboats
 
                
                
                
                
                
             
         
        
            
            
            
                
                electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
 
                
                
                
                
                
             
         
        
            
            
            
                
                added new folder for dlc sitems so they dont get lost. 
linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated the Rust.RenderPipeline package to include lighting stencil value changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chandelier - updated icon
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed SteamInventoryGen breaking when an item is missing its description
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed sled_xmas skin missing its name and desc
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from steaminventorygen_loc_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                beanbag alternate material setup and made them skins of the chair
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from deep_sea/collider_debug -> deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `print_colliders_per_prefab`
- will print out the breakdown of colliders for each type of entity
- can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tripod models and colliders set to Deployed layer
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea/radiation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wider rad volumes, removed a log
 
                
                
                
                
                
             
         
        
            
            
            
                
                TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough
Moved up the bottom collider to match the deep sea seabed height
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▍▄▊▉▉▌▄ ▄▌▋▉▋▌▋▅ ██▋▆▆▌ ▉▊▍▊▍▊█ ▇▊▉▍▇▅ ▌▆▆ ▊▉▍▆▉▌▊ ▋▊ ▆▊▋▋▌▋▊█ ▋█▇ ▊▌▊▅ ▊▊▆ ▅▉ █▊ ▍▍▆'▋ ▅▆▄▆ ▊▄▅▄ ▊▄▊▉▌▌▇ ▍█▇▌▉
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix feet showing through mannequin, impact effects blood -> wood
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added rad volumes at the edges of the deep sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
 
                
                
                
                
                
             
         
        
            
            
            
                
                Calculate a bunch of ray directions in the bow and stern of the boat
Gives us some directions for steering behaviour
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from generate_shorevector_optim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added mannequin poses, updated deployed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed AddLanguageFile NRE during bootstrap
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from bootstrap_translatenre_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chandelier - Added LODs, gibs, updated textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix not being able to stack C4s with different frequencies even after disabling RF
 
                
                
                
                
                
             
         
        
            
            
            
                
                viewmodel chainsaw update anims and anim controller edits
 
                
                
                
                
                
             
         
        
            
            
            
                
                Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres
Added falloff per axis for boxes
Added debug.drawradiationzones (editor only)
 
                
                
                
                
                
             
         
        
            
            
            
                
                ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▋█▊▌ ▄▆▄▉ ▉▅▊▉▆▅▋_▋▄▍▇_▉▍▌▌▅▊▌▇_▊▋▆
 
                
                
                
                
                
             
         
        
            
            
            
                
                adjusted spotlight tripod col shapes
 
                
                
                
                
                
             
         
        
            
            
            
                
                set the animation speed of pedals on the chandelier to be 2x faster
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇▇▍▉▊▊▄▉▍ ▋█▋▄▊▊▉ ▊▍▌█▍▋▍ ▅▊█▉▆▇ ▋█▌ ▊▉▊█▌▋▍ ▌▊▄▊▅ ▆▊ ▇▋▇▇▍ ▍▋▍▋▉▇▌▌▅ ▅▌▆▅▆ ▉▄▉▄ ▆▊▌ ▍▄▌ ▌▄ (▌▍▍▄▋'▌ ▍▌▉▄▋▋▄ ▄▄▍▌▊▌▌█▌▊▊▌, ▋▄ ▊▄ ▍▋▄▍█▉▍ ▍▅▇▍▆)
 
                
                
                
                
                
             
         
        
            
            
            
                
                optimized shore vector generation - 1s without burst, 500ms with
- added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge hardcore_commands to main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed not being able to place barricades on sand dunes in giant excavator
S2P excav, water well a, radtown
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                If premium is active dont show the default 5/15