139,461 Commits over 4,352 Days - 1.34cph!

13 Minutes Ago
merge from main
35 Minutes Ago
Updated server side ragdoll bone pos data
50 Minutes Ago
Apartment complex b file cleanup
51 Minutes Ago
Fix most of the ServerOcclusionGroup tests Default grid size was too small (it just used out of bounds cells before) Fixed IsVisibleFrom to also test against the circular radius Reset some convars that can make the tests fail
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
updated faberge egg H - added full rig - animated excavator
1 Hour Ago
Port tiger, panther, croc and naval scientists Will need thorough testing
1 Hour Ago
Add todo comments
1 Hour Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
1 Hour Ago
fix dot product water direction to be absolute, in case wheel is rotated the other way
1 Hour Ago
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
2 Hours Ago
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
2 Hours Ago
Lots of small improvements to make the multi-unlock process more robust Handle closing the techtree or switching tabs during unlock Selection path stays visible as the animation runs, prevent selecting other nodes until it finishes
2 Hours Ago
easter floorpaper update, added wip wallpaper, temp IDs/icons, engine file
2 Hours Ago
mortar bipod fix - separated geo from the bipod tube so it can rotate - quick fix looks decent enough
2 Hours Ago
Apartment complex b more damage progress
3 Hours Ago
Implemented deploy, mounting and movement sounds for the water wheel
3 Hours Ago
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3 Hours Ago
Arctic hazmat skin pass
3 Hours Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
3 Hours Ago
Enable Read/Write for 2752 meshes below 128 KB
3 Hours Ago
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3 Hours Ago
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
4 Hours Ago
Fix incorrect material in jacket (male and female)
4 Hours Ago
Kitchen kit meshes and prefab update. Added WIP materials.
4 Hours Ago
Merge from main
4 Hours Ago
collision fix for mounting on not open side, fix for oceans not rocking wheel back and forth
4 Hours Ago
Merge from turret_paintball_fixes
4 Hours Ago
Code review fixes
4 Hours Ago
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
4 Hours Ago
Route all references to unity navmesh to class with same API, to easily intercept and route requests to the correct navmesh depending on the convar Converted bear to be able to switch between unity and custom navmesh at will, has yet to port other old and new animals as well as all humanoids
4 Hours Ago
Merge from main
4 Hours Ago
Scene stuff for Hannah
4 Hours Ago
Merge from viewmodel_early_disable_fix
4 Hours Ago
edited RHIB ik steering wheel hand positions in its prefab
4 Hours Ago
Fixed knights armour model bug
4 Hours Ago
Updating Rust.RenderPipeline to include removal of old PostFXStack settings class
4 Hours Ago
Updated the Rust.RenderPipeline package to include the new volume component changes
4 Hours Ago
exported 3p raft paddle idle anims
5 Hours Ago
fix wheel spinning properly in rivers
5 Hours Ago
Merge: from defer_tick_analytics - Optim: start analytics tasks earlier to avoid blocking main thread Tests: Jobs3 on craggy in editor
5 Hours Ago
Update: bring back pooling for ApplyChangesParallel_AsyncState Theorising it'll be safer for hot-reload/manual domain reload flow Tests: craggy with jobs 3
5 Hours Ago
fix NRE equipping tank top
5 Hours Ago
Updated the Rust.RenderPipeline package and fixed compatibility issues
6 Hours Ago
Update: skip creating analytics task if analytics is disabled Tests: none, trivial change
6 Hours Ago
Optim: Jobs 3 - kick off analytics tasks earlier in the frame to avoid potentially blocking main thread It will overlap with server occlusion, which sohuld give it extra time to finish. Tests: none, trivial change
6 Hours Ago
Second pass (sorta) to Kiosk F. Split out windowsills etc. in Kiosk E for lighting tests. Enabled vertex colour tint on plywood material. Put missing door back in Kiosk F. Separate material for Kiosk bricks.
6 Hours Ago
progress on the damaged wing, vpaint
6 Hours Ago
Merge from main