158,661 Commits over 4,566 Days - 1.45cph!
Deep sea opening by any route now lights all lighthouses correctly (if not already)
more bird fixes
- seagull group prefab now uses prefabs for the prebaked birds inside (easier to handle)
- fix groups being stuck in the landing state
- increased bounds size, and even bigger when flying, to keep birds in hitreg range
- switched to one ground cast per group instead of every bird doing it
- added exclusion layers to server collider
Explicitly set serialisation attributes everywhere: NonSerialized, Serializable, SerializeField, FormerlySerializedAs
Unity 6.7 added a few more warnings about serialisation attributes, probably to avoid unintended behavior with CoreCLR. This change adds explicit attributes everywhere while retaining the existing behavior.
Raise the lighthouse particle/beam back to previous height
Fixed an issue where the deploy guide renderer would bind a null depth render texture handle when needDepth was false, causing a warning log
feedback fixes for the jobs (ty Graham)
Named the render graph's command buffer after the camera they're currently rendering so we know which camera is causing issues when there are error or warning logs
Fixed collider in beacon repairable to not block ladder. Ran S2P.
exported updated 3p uzi anims
Fixed opening a double door rebuilding the batched walls around it, the door frame now stays batched while the door swings
Regression from
169567
▌▇ ▋▋▌▊█▅▋█▍ ▊▌▊ ▉▄▆▉▌ ▄▌▉ ▇▉▆▅█ ▇▌▇▌ █▌▋ ▌▌▋█▇▉▇ ▇▅ ▅▅▍▌▍▇ ▊▇▋▌▊▋▆ ▄▅█▊▅▄▇▇▊▉▌
Prepare scripts for Unity 6.7 (without actually switching to 6.7 just yet)
Added the Uzi into the scene and adjusted rotation
merge from more_lod_optims
custom spine offset added
set objects to world layer
Fixed the draw order for transparent objects drawn via the view model camera
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
Gamepad icon for the gamepad section in the settings
Removed the RequireComponent type of Light attribute from the RustAdditionalLightData, as it was causing issues with removing Light components during the PrefabPreProcess step
Shears deploy animation update
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
Fix ice sculpture shader error
merge from bird_critters 🐦⬛
merge from save290 - Staging wipe!
Network ++
Save ++
Persistance ++
Fix crowflock error, remove debug cube, manifest
adding lots of props for underground medium train station
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
Disable storagecontainer.canrequireauthifnolock in softcore
Merge from boat_scientist_fix
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
Update the eu_15 test data zip
Fix angled walls sometimes picking the incorrect adjacent half height wall
small wooden table;
- gibs added
- world model added
- item updated
- prefab updated
Merge from main - need to add the uzi to the twitch drops render scene
Fixed scientist spawned boats getting left behind once scientsts have been killed
small wooden table;
- lods added
- prefab updated
Batched meshes only recalculate UV0 distribution metric, UV1 are for lightmaps which we don't use
Editor profiling, walking around the same big base: RendererCell.ApplyBatches ~4.5ms -> ~3.1ms
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
small wooden table;
- adjusted item name
- prefab updated
- icon updated
- sitem created
- ran manifest, localization, skins