143,652 Commits over 4,413 Days - 1.36cph!

14 Minutes Ago
main -> server_browser_update_2
14 Minutes Ago
Fixed a shadow caching OOB exception when there are no lights in the scene
18 Minutes Ago
merge from horse_rpc_fix
21 Minutes Ago
Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint Tests: ran perf tests
22 Minutes Ago
Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly It was supposed to run only when necessary
34 Minutes Ago
Update: fuzzy version of pool with CircularBuffer Fastest so far, but has a tendency to spill/allocate in during very high contention AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%) AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0 Tests: ran unit and perf tests
40 Minutes Ago
Satellite list tidyup
51 Minutes Ago
Lock trajectory button styling, setup.
52 Minutes Ago
Cherrypick from pool_mt/circularbuffer - test improvements
57 Minutes Ago
Update(tests): gather and output more data about the test - track created and spilled (matters for next pool version) - more profiler markers Tests: ran perf tests
1 Hour Ago
Add thruster button prefab. Restyle thruster button.
1 Hour Ago
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1 Hour Ago
bowless crossbow world model anims edited
1 Hour Ago
merge from f1tools_demo_fix
1 Hour Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
1 Hour Ago
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
1 Hour Ago
Fixed F1 menu tools tab not showing in demos
1 Hour Ago
Merge from main
1 Hour Ago
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
1 Hour Ago
Tidy up thruster panel.
1 Hour Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
1 Hour Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
1 Hour Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
1 Hour Ago
reset electric furnace emissive texture and 3.1 value to original
2 Hours Ago
Merge: from pool_mt
2 Hours Ago
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
2 Hours Ago
set dressing push on marketplace optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
2 Hours Ago
NRE fix for UI_Store.OnWarmupPage when the manifest is null
2 Hours Ago
merge from store_nre_fix2
2 Hours Ago
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
2 Hours Ago
merge rust_relay_server -> main
2 Hours Ago
merge main -> rust_relay_server
2 Hours Ago
Mortar animator blend values updated
3 Hours Ago
Better logging on RustTestFixture::SpawnEntity
3 Hours Ago
Merge from parent (needs codegen)
3 Hours Ago
Merge from main
3 Hours Ago
Merge from main
3 Hours Ago
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3 Hours Ago
3 Hours Ago
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4 Hours Ago
Merge from parent
4 Hours Ago
Merge from terrain_renderer
Rin
4 Hours Ago
merge from mortar_prototype
Rin
4 Hours Ago
Updated Mortar and ammo descriptions Fragmenation Mortar shell Radius 3.8m > 6m HE Mortar Shell Radius 3.8m > 4.5m Explosive damage 45 > 60
4 Hours Ago
Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
4 Hours Ago
merge from main
Rin
6 Hours Ago
Restrict Mortar from primitive
Today
Merge from main
Today
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
Today
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