157,910 Commits over 4,566 Days - 1.44cph!

Yesterday
Testlist
Yesterday
Restored some timeout attributes
Yesterday
Fixed failing Livestock_PaintsTheColoursOfTheStageItGrowsInto Restored LambWool.asset
Yesterday
electronic chessboard; - early initial art setup still very wip - prefab created - item created - material created - sitem created - ran manifest, localization, skins
Yesterday
More editor test fixes Test list
Yesterday
Fix SocketMod_TerrainCheck.cs after merge
Yesterday
Codegen
Yesterday
Fix Antihack.cs after merge
Yesterday
Baked sheep fleece, was needed after 166175
Yesterday
Client tests cleanup
Yesterday
Master key tests cleanup
Yesterday
Livestock test cleanup
Yesterday
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Yesterday
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Yesterday
merge from main -> fix_foundation_clipping_rocks
Yesterday
Fix player teams / invites / contacts being lost when server crashes / didn't get shut down correctly - another save cache issue Add ability for entities to opt out of using the save cache, enabled on RelationshipManager
Yesterday
Fix medieval doors not counting as closed for base occlusion (they were prefab variants not straight skins)
Yesterday
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
Yesterday
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
Yesterday
remove toggle option for neutral light, it's stuck on in rrp for now
Yesterday
Big test description pass
Yesterday
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
Yesterday
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
Yesterday
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
Yesterday
merge from main
Yesterday
TestLivestockHome cleanup
Yesterday
fix water reflection probe funkiness when using the chippy arcade machine in RRP
Yesterday
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Yesterday
Added static prop versions of blue computer terminals. Added collision for Small Random Room J
Yesterday
improved monument placement - 13s faster - split tier check out to early exit as a first check and water check to run at the end - let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
Yesterday
merge from render_pipeline_testing (fixes)
Yesterday
merge from main
Yesterday
Milky Healing Tea 112 > 100 healing, currently cant have more than 100 pending health anyway
Yesterday
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make - shaves another 22s off, which is ridiculous
Yesterday
fix volumetric fog shadows not working in RRP
Yesterday
optimize the flash beams too, they share the same shader as lasers.
Yesterday
Excluded some benchmark tests from CI
Yesterday
update from main
Yesterday
Bugfix: avoid local client player being destroyed during scene switch also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
Yesterday
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Yesterday
merge from main
Yesterday
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Yesterday
Added an editor test to check the store doesnt use mp4 videos because looks like I can't check a video extension myself
Yesterday
Fixed the contact images being too dark on RRP
Yesterday
Halloween Wallpapers - texture updates
Yesterday
Updated instrument dlc video (was mp4) Removed some old mp4 refs in prefabs
Yesterday
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
Yesterday
Merge from rust_render_pipeline
Yesterday
Merge from main
Yesterday
Fix garage doors blocking navmesh above them when closed