145,666 Commits over 4,413 Days - 1.38cph!

Today
fix g-buffer inconsistency for skin shading between BiRP and RRP
Today
prefab merge fix, will need to redo this
Today
further fixes
Today
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Today
merge from tmp_validatehtmltag_nre_fix
Yesterday
Merge from PlayerRigUpdate2 Keep source on floating city scenes
Yesterday
fixes
Yesterday
Clean up completed todos
Yesterday
darts move ballistically when they dont hit the board
Yesterday
demo_breaking_fix -> main
Yesterday
Fix demos removing certain entities during initial playback Was most apparent with global broadcast entities and would often result in Cargo Ship not being there during playback
Yesterday
merge from cassettepanel_nre_fix
Yesterday
Fixed cassette loot panel NRE
Yesterday
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Yesterday
Fixed server-side ragdoll erratic behaviour
Yesterday
Fixed error when spawning server-side corpse
Yesterday
merge from main
Yesterday
Add the industrial barrels to the StorageAdaptorAllowCollisionGroup
Yesterday
merge from main 152363
Yesterday
progress on billboard/particle lighting conversion to RRP
Yesterday
Add a CaveNetworkGroupLayerOverride to cave_large_sewers_hard to fix network layer issues Rebake height map to fix terrain issues S2P
Yesterday
merge from main 152363
Yesterday
Avoid various allocs in ResourceDispenser.DoGather Cache an invoke action + item def harvest stat key, get rid of linq, pool hit info
Yesterday
merge from editor_rpc_kick_convar
Yesterday
Add editor only convar debug.prevent_rpc_error_kick - stops RPC errors from kicking the player
Yesterday
merge from spraycan_reskin_refactor
Yesterday
Improved way to reposition socketed child entities when reskinning - look for the matching female socket on the new entity with the same name, fall back to the closest if needed Fixes door controller attached to an high external gate swapping sides when reskinned Add StringEx.EqualsAfterLastSeparator
Yesterday
some set dressing/foliage polish in playground area
Yesterday
apartment_complex_1 s2p
Yesterday
killing more shadow casters, disabled shadow casting corridor interior
Yesterday
Add instancing setup calls to forward passes in Rust/Standard
Yesterday
industrial electric furnace; - cleanup redundant materials, reassigned material to assets.
Yesterday
merge from main 152363
Yesterday
killing more shadow casters, disabled shadow casting on a dozen of pointlights
Yesterday
Merge from unity_6.3.15
Yesterday
Disabled automatic lightmap baking in all scenes (this can be overwritten in case of any conflicts in .unity files)
Yesterday
Meta files
Yesterday
Improved placement of industrial torch on weapon racks
Yesterday
Merge from main
Yesterday
apartment shadow casters and proxy optimizations
Yesterday
added presets for cinematic textures
Yesterday
Industrial Storage - removed duplicate gibs file
Yesterday
- Add a serverside convar to be able to toggle it on/off - Parameter-less constructor to Deque so it can be pooled - Codegen
Yesterday
Initial attempt at mountable rollback to fix 'projectile invalid' when attacking a player thats on a mini or zipline etc. We cheat by only storing player relative positions to avoid rolling back mountables physics positions Each client will allocate and store the last 16 ticks. 192 bytes for each mounted player, which is reused via the pool. Retain old behaviour if not mounted hit or if the last 16 ticks aren't available
Yesterday
demo_scrubbing_optimizations -> main
3 Days Ago
Rename PathMeshLOD -> RailMeshLOD, less generic but much clearer what it does
3 Days Ago
Fix the AddToHeightMap at the end of GenerateRailMeshes not having a collider available due to the client deferring the generation of meshes & therefore mesh colliders - still generate meshes for colliders right away on servers - generate the lowest LOD in the rare case that a client is generating a map (and not loading a cached map) - keep PathMeshLOD components disabled until procgen finishes to ensure they don't update LODs mid-map generation and start deleting the colliders
3 Days Ago
Rename CreatePathMeshJob -> PathMeshTemplate to make it clearer
3 Days Ago
Defer the integration of the generated mesh by sending it to the load balance - it would be quick but Unity doesn't letting us assign the UV distribution float manually from C# so we have to call mesh.RecalculateUVDistributionMetrics() on main thread which takes 0.8ms
3 Days Ago
Add `printrails` command to print all the railroad meshes currently active