137,755 Commits over 4,324 Days - 1.33cph!

1 Year Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
1 Year Ago
Beeswarm FX with notes.
1 Year Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
1 Year Ago
Fixed fog being black on some maps with HDR
1 Year Ago
Added clothing to vertical slice loadout
1 Year Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
1 Year Ago
Scientist Suits V4 rig
1 Year Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
1 Year Ago
Move Enemy Rebel to Combine tab, add icon & localization Move ammo localizations to .properties Hammer preview for point_worldtext https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg Newline support in point_worldtext Fixed Hammer breaking VMF files if they contain \n in keyvalue values New point_worldtext features Text spacing X/Y, orientation
1 Year Ago
viewmodel prefab updates
1 Year Ago
slight shift in torch trans y entity position
1 Year Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
merge from main
1 Year Ago
IsBuildingBlockedByVehicle merge fix
1 Year Ago
Merge from app_skip_field
1 Year Ago
Fix compile (some fields got stomped because these weren't in sync)
1 Year Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
1 Year Ago
merge from main
1 Year Ago
Updated Rust+ protos so they are compatible with other protobuf code generators
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Beehive texture size / mat setting optimization.
1 Year Ago
Beeswarm progress.
1 Year Ago
Merge from /main
1 Year Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
1 Year Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
1 Year Ago
merge from windmill_height_fix
1 Year Ago
Compile fix
1 Year Ago
Adding details to zigg bamboo stair piece
1 Year Ago
merge from windmill_height_fix
1 Year Ago
Update manifest
1 Year Ago
Bugfix: CollectionUtil.SortInplace now correctly sorts - Also renamed these utils as previous names were confusing Tests: ran the old + new unit tests - all pass
1 Year Ago
Update: Adding unit tests for CollectionUtil Discovered that my SortInplace is borked, so I'll fix it in the next update. Tests: ran the new unit tests
1 Year Ago
Prefab cleanup, minor optims and stripping client stuff from server
1 Year Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
1 Year Ago
merge from cookingv2 -> crafting_update
1 Year Ago
Fix modifiers being set to zero instead of fully removed - fixes yield bonus going to zero once digestion effect expired
1 Year Ago
Imported Bee Grenade World Model Updated Bee Grenade View Model
1 Year Ago
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
1 Year Ago
Updated and Imporved Bee Grenade Textures
1 Year Ago
use a transform parameter to define the local bounds for clamping the wire position to, avoids issues with bounds being initialized differently with different door states
1 Year Ago
Code cleanup
1 Year Ago
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1 Year Ago
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1 Year Ago
Windmills now calculate their relative height once when deployed Instead of sampling the terrain height, we raycast to the ground using Terrain and World layer Fixes windmills placed on cliffs having incorrect height values
1 Year Ago
default config updates, slight clean up
1 Year Ago
Resolved build error
1 Year Ago
Merge from cookingv2