161,746 Commits over 4,597 Days - 1.47cph!

Today
Create PanelsGameHost during bootstrap/gamesetup
Today
Started exploring using s&box panels to draw our UI. Added DLLs and unity bridge
Today
Converted the player model to use generic animations
Today
Let -nosteam keep a server's Steam off
Today
Stop RustNav's tile builders when the application quits
Today
Remove BaseNavigator's unused WindowsRuntime using
Today
Marshal the navmesh save and load paths as UTF-8
Today
Install ServerProfiler's native profiler only on Mono
Today
Keep UniTask's pooled thread-pool runners off outside Mono
Today
Give TextTable's string its own field offset
Today
Fix worldmodel outline not working for 5 prefabs
Today
Merge branch 'main' into automated_testing
Yesterday
Replace delegate BeginInvoke/EndInvoke with Tasks
Yesterday
Don't set the GC mode when running on CoreCLR
Yesterday
Disable Discord in CoreCLR builds
Yesterday
Keep fields Unity can't serialise out of Unity's serialisation
Yesterday
Remove unused usings of namespaces .NET doesn't have
Yesterday
Replace BinaryFormatter with BinaryReader/Writer in WhatUsesThis caches
Yesterday
Remove MaterialConfig's conflicting FormerlySerializedAs attributes
Yesterday
Hash the server assembly from GetLoadedAssemblyPath on Unity 6.7 and later
Yesterday
Mark runtime-only fields of serialisable types [NonSerialized]
Yesterday
Load Harmony mods with CurrentAssemblies on Unity 6.7 and later
Yesterday
Pinning macos build pipelines to runners
Yesterday
last one
Yesterday
test again
Yesterday
test
Yesterday
testing
Yesterday
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Yesterday
Set the encryption level on the network thread instead of setting it on the main thread - ensures we don't set the encryption level before the client recieved approved (existing issue) and ensure batches are flushed before the packet is sent (new issue)
Yesterday
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2 Days Ago
Better npczones experiment
2 Days Ago
Fixed Nuclear Missile Silo terrain sometimes clipping over the doorway and underground tunnels, very fiddly to fix whilst preserving terrain auto-lowering. Tested on multiple 6000-sized maps to stress test terrain texel resolution
2 Days Ago
merge from ddraw_parent_fix
2 Days Ago
No longer draw ddraw objects when they attempt to parent on entities that aren't networked to the client yet
2 Days Ago
First rough pass on dogs, hacky throwable meat based on pies
2 Days Ago
merge from main
2 Days Ago
Fixed an NRE every FSM tick in Trans_IsNavmeshReady when an animal entered a state that was never given an owner
3 Days Ago
Merge from main
3 Days Ago
Watercraft changes for the modified ocean shading.
3 Days Ago
xmas wallpapers - wip textures, materials, skin files setup. localization, updated skins list
3 Days Ago
merge from distanceflaregammafix
3 Days Ago
merge from vendingmarkers_fix
3 Days Ago
merge from filestorage_cache_fix
3 Days Ago
Fixed Linux not compiling Add some networking related checks Apply fix for newproxy inside coroutines
3 Days Ago
merge from wearable_pooling_fixes
3 Days Ago
Added support for elongated distance flares. Fixes overly bright Floating City flares.
3 Days Ago
Fix FileStorage mistakenly caching null data when the file was not found in the DB
3 Days Ago
Fix two wearable pooling bugs introduced with 168691 - Night vision goggles getting stuck not working - NVG scientists suit eyes not glowing after having unloaded a head on a trophy with its suit (includes a slight refactor of WearableNotifyTrophyMounted.OnMounted to support pooling)
3 Days Ago
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3 Days Ago
Mesh patintables use box filtering so stencils don't look aliased and pixel-y