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139,467 Commits over 4,505 Days - 1.29cph!

3 Days Ago
- Fix crocodile dying by themselves on some seeds, was caused by them by spawn more than 20m from rivers - Crocs spawning will now be constrained to river, but if they can't find one they won't break - Better logging when animals despawn because they can't find a valid move destination
3 Days Ago
Add new animations to the character creator
3 Days Ago
fix to high external wall and gate collision mesh
3 Days Ago
glass AK: - Use a mip-filtered refraction texture with specular shimmer/firefly reduction for better looking blurry refraction - Some shader simplification, remove unncessary alpha blending and emission map - Remove unnecessary "depth prime" viewmodel pass - Fix inconsistencies with viewmodel renderer shader passes between BRP and RRP
3 Days Ago
9x improvement on the triangle culling for heightfield bounds by making it native
3 Days Ago
Fix SpanHeightError
3 Days Ago
- Missing files
3 Days Ago
- Added a dust effect in the background - Make sure orbital camera works (slow it down) - Invert controls
3 Days Ago
Various small fixes and cleanup: - Root the native log callback delegate in a static field (GC could collect it and crash the next DLL log) - RebuildTilesInBounds no longer skips the default navmesh when independent navmeshes overlap the bounds (stale tiles at island/monument seams) - IsNavMeshBuilt answers from the agent's bound navmesh with a lazy rebind instead of a fresh resolve that could disagree with every query - Restore rustnav.debugpath / debugraycast / debugsample, ported to the NavVector3 API with proper independent navmesh space transforms and a not-built guard - Delete dead code: GeometryUtils, NavmeshHelpers, TileExtractor (CreateBoxMesh moved into BackgroundTileBuilder), unused RecastWrapper P/Invokes pointing at removed exports, disabled MAX_BUILD_QUEUE throttle, GetOrigin, IsSprintingOnClient - Skip MeshColliders with no sharedMesh during tile collection, bounds-check FailTile/AddTile coords - TryOpenDoors reports whether a door actually opened (TryOpenDoorFor void -> bool) - Null-guard RustNavigation.Instance on scene teardown, clear the stale Instance in OnDestroy
3 Days Ago
Limit nav drawing network use with kb instead of per tile, show grid again in editor, move label for tile coords to tile height
3 Days Ago
merge from render_pipeline_testing
3 Days Ago
fix brp error spam on low water quality
3 Days Ago
Terrain footprint for both variants of rock_formation_medium_e
3 Days Ago
Merge from setflag_remove
3 Days Ago
Fix SetFlagLocal compile error
3 Days Ago
Terrain footprint for 3 variants of rock_formation_medium_d
3 Days Ago
Terrain footprint for 3 variants of rock_formation_medium_c
3 Days Ago
Terrain footprint for 3 variants of rock_formation_medium_b
3 Days Ago
Terrain footprint for both variants of rock_formation_medium_a
3 Days Ago
Add terrain footprint calls to PlaceDecorUniform, PlaceDecorValueNoise, PlaceDecorWhiteNoise so all rock types can make use of the new component
3 Days Ago
slight edit to glass ar admire anim
3 Days Ago
Merge: from mt_snapshot_saving - Bugfix for HittableByTrain components not saving in Jobs 4 mode Tests: spawned a tall wooden barricade with Jobs 4 enabled
3 Days Ago
first pass on critter animals general setup starting with the frog 🐸
3 Days Ago
Bugfix: cache owner entity of HittableByTrains on init Avoids lookups while running SaveComponent Tests: spawned a wooden double barricade with jobs 4 enabled
3 Days Ago
Glass AR - fix for borked base color texture breaking ammo alpha clip
3 Days Ago
Removed lingering generator on hills_cliffs_small\rock_formation_small_d, added terrain footprint for v3_rock_formations_small\rock_formation_small_d
3 Days Ago
Terrain footprint for both variants of rock_formation_small_c
3 Days Ago
Terrain footprint for both variants of rock_formation_small_b
3 Days Ago
Terrain footprint for both variants of rock_formation_small_a
3 Days Ago
Merge: from main
3 Days Ago
Merge: from async_serveroccl_gen - Optim: 4.5k server occlusion grid now generates in 22s, down from 45s Tests: unit and perf tests, 2p on craggy to validate server occlusion, visualized 4.5k map occl grid results
3 Days Ago
- Experiment with rendering the icons live, so if i change race then or skin colour then in the face tab it will show the correct race/skin color. - Fix various bugs with the preview player model - Remove the dodgy debug text - Tabs auto match the sub category labels - More tooling for taking/adjusting icon shots
3 Days Ago
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils Tests: ran compile simulator
3 Days Ago
Fix corrupt hazmat suit item prefab
3 Days Ago
Merge from setflag_remove
3 Days Ago
Remove obsolete SetFlag and replace existing usages with the disposable pattern
3 Days Ago
exported edited flashlight refresh 3p anims and new vm admire anim
3 Days Ago
Merge: from main
3 Days Ago
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug Spent too long chasing non-existent domain reload ghosts Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
3 Days Ago
merge from main
3 Days Ago
Ladder bare variant
3 Days Ago
Ladder textures
3 Days Ago
merge from demo_ui_2
3 Days Ago
updated Seaturtle model with LODs.
3 Days Ago
Fix crashing when switching cameras, + error spam.
3 Days Ago
Glass AR - texture and material update, more tint adjustments
3 Days Ago
Fix scientist path success check being wrong (or instead of and)
3 Days Ago
added Satellite.static.entity
3 Days Ago
Fixed long names on the market terminal rendering over the sides
3 Days Ago
Setup the viewmodel drop animation that's been unused for years on various grenades