144,007 Commits over 4,413 Days - 1.36cph!

Today
Fixing chicken suit skeleton skin
Cherry pick 150710, 150711 (moved SkinnedMeshRenderer convert button to the context menu)
Today
Compile fix
Today
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
Today
Ninja suit skinning fix
Today
Fixed electric furnace gibs not being skinned
Today
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
Today
Merge from main
Today
Merge from workbench_upgrades
Today
merge from main
Today
Make entityComponent.baseEntity work in OnEnable
Today
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
Today
Fix
Today
merge from mortar_prototype
Today
▍ ▍▍▌▅▋█ ▋▊▍▅▋█▋ ▍▍▌▄ ▋▆▄▌▊▍ ▉▋▆▋█▊ ▌▇▅▉▍ ▊▇▉▊█▇▊ ▉█▅▌▄▄▆▄ ▋▅▅█ ▅▄▇▄▇██▋▆▍▄▌ ▊▌▋▆▉ ▆▇ ▇▌█ ▇▅▌▊▊▆██ ▍▊▅▋█▍▇▇▆▅▍▊▇▉ ▇▆ ▆▅▆▍ ██▋▋▉ ▊▋▅▅▋▋▆ ▆▌ ▄█▊▌█▌▍▆ ▄▅█▆▄▋▌ ▊█▉▄▉▍█ ▌▇▅ ▋▅▅▅▉█▊
Today
Another attempt at fixing scaled colliders / impact effects on the mortar
Today
Change radial option from "Open Inventory" to "Upgrade Workbench"
Today
Readd navmesh agent to realmed remove
Today
merge rust_relay_server -> main
Today
merge main -> rust_relay_server
Movember moustache partial fix
Today
Added allocation free encryption
Today
Fixed DigitalClockAlarm pooling issue
Today
Fixed ParameterDisplayName not being populated correctly in test resutls
Today
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
Today
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
Today
Test result stacktraces are now populated correctly with captured errors
Today
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
Today
Fix new scientists hovering slightly above ghostship floor
Today
▋ █▋▊▄██▅ ▄▆▌▅█▊▊▌▊▄▄▄ ▆▋▋▌▊▄▇ ▋█▇▅▊▉▌
Today
Fixed editor performance after merging child animator system
Today
merge from dont_bake_on_load
Today
merge from custom_item_fixes
Today
Fix items not stacking together after they've been part of a copypaste
Today
merge from main
Santa beard partial fix
Today
merge from mortar_prototype
Today
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes - chance this will break something, this opened and saved every scene which runs s2p
Today
Fix look rotation spam when in network range of a freshly placed mortar
Today
▌ ▌█▊▉▌▍ ▊▊▆▌▇█ ▋▇▍▊▆█ ▊▋▄█▅▌ ▌▍ ▍▆▄▅ ▊▌▇▆▉ ▉▌█▅ ▉▇ ▄▄▋▉▋ ▆▉ ▋▅▉▆▊▉▋ ▇▆▌▊▌▍█▊▅▅ █▄▉▋▇▌ ▌▇▅█▄█▇ ▆▅▋ ██▌▉ █▅▌█▆
Today
Add model component to mortar, should stop scaled impact effects
Today
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
Today
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
Today
merge from automated_testing/raid_recorder
Today
Added some new raiding tests
Today
Merge from main
Today
merge from automated_testing
Today
merge from main
Today
merge from selectionhistorywindow_optims (editor only)
Today
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary These objects were never released after a domain reload or a UnloadUnusedAssets call This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues