143,740 Commits over 4,413 Days - 1.36cph!

Yesterday
bowless crossbow world model anims edited
Yesterday
merge from f1tools_demo_fix
Yesterday
Use static list ticked through ServerMgr for npc networking instead of unity update
Yesterday
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
Yesterday
Fixed F1 menu tools tab not showing in demos
Yesterday
Merge from main
Yesterday
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
Yesterday
Tidy up thruster panel.
Yesterday
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
Yesterday
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
Yesterday
Use static list ticked through ServerMgr for navmesh agents instead of unity update
Yesterday
reset electric furnace emissive texture and 3.1 value to original
Yesterday
Merge: from pool_mt
Yesterday
Update(tests): add a couple more perf tests - AllocDeallocMT -> AllocDeallocMTLongLived (biases Get, then Free operations), Avg: 3.56901ms - AllocDeallocMTShortLived - fetches and returns to pool immediately (to evenly spread pressure), Avg: 3.01974ms - AllocDeallocMPSC - simulates multiple-producers-single-consumer (emulates network write thread under jobs 2) Avg: 12.20773ms All cases - 32 tasks doing 1k allocs Tests: ran perf tests
Yesterday
set dressing push on marketplace optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
Yesterday
NRE fix for UI_Store.OnWarmupPage when the manifest is null
Yesterday
merge from store_nre_fix2
Yesterday
Fixed TestRunnerWindow error when opening foldouts CTRL + Click on an asset path parameter pings the asset in the project window Added to right click context menu too
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
Mortar animator blend values updated
Yesterday
Better logging on RustTestFixture::SpawnEntity
Yesterday
Merge from parent (needs codegen)
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
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Yesterday
Yesterday
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Yesterday
Merge from parent
Yesterday
Merge from terrain_renderer
Rin
Yesterday
merge from mortar_prototype
Rin
Yesterday
Updated Mortar and ammo descriptions Fragmenation Mortar shell Radius 3.8m > 6m HE Mortar Shell Radius 3.8m > 4.5m Explosive damage 45 > 60
Yesterday
Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
Yesterday
merge from main
Rin
Yesterday
Restrict Mortar from primitive
Yesterday
Merge from main
Yesterday
Use local top down hole map for non-screen space rendering (shadows, probes) Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain Render out stencil results to R8 hole mask and clear depth for those regions Handle alternate topdown render of hole volumes Use separate editor command buffers for hole rendering and terrain depth prepass Add Hole editor script
Yesterday
New ChildAnimatorSubSystem Runs an entirely independent controller Has it's own weight, can target specific layers, etc Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
Yesterday
mortar sounds
Yesterday
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
Yesterday
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Yesterday
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Yesterday
Add a warning to the state sync editor if the state name is incorrect
Yesterday
Fixed lower case Attack on StateSync components (sks and paintball gun)
Yesterday
Removed old AiManagedAgent class, old and useless Subtracted 150385
Yesterday
Ammo type ui icons & colour consistency fixes.
Yesterday
Setup anim events for toggling visibility of arrows on worldmodel
Yesterday
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats
Yesterday
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Yesterday
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main