140,410 Commits over 4,352 Days - 1.34cph!

5 Minutes Ago
rust_relay_server -> main
8 Minutes Ago
main -> rust_relay_server merge
9 Minutes Ago
offset packetType by lowestUserPacket
19 Minutes Ago
Can copy error by clicking on them
23 Minutes Ago
Clean(tests): Move test utilities to Tests and Tests.Perf namespaces - replaced manual measurement loops with Test.Perf.MeasureAndPrint Tests: none, leaving till later
27 Minutes Ago
Replace PoolAnalyzer -> CodeAnalyzer - apply HasFlag -> bitwise change across codebase
30 Minutes Ago
merge from main
36 Minutes Ago
merge from render_pipeline_testing
37 Minutes Ago
probable fix for flickering fog
43 Minutes Ago
Fixed open folder button showing out of editor I was hiding the 'save current loadout' button instead.....
49 Minutes Ago
merge from waterwheel_deployable
51 Minutes Ago
Increased the error overlay size, reduced the max amount of entries
51 Minutes Ago
Added close buttons to the error overlay Fixed fade out taking more time than expected
52 Minutes Ago
Drain calories and hydration while running, when too low on calories prevent running on the wheel with a toast to show reason
1 Hour Ago
nice new shiny store icon for egg suit
1 Hour Ago
Switched yellow panels mat on Kiosk A to rentable shop specific one, and enabled blends. Added ms map. Deleted now obsolete blockout meshes. Added some offset to trims in Kiosk A.
1 Hour Ago
Merge: from dynamic_object_work_queue_shrinking - Optim: ObjectWorkQueues now shrink to larger capacities overtime Tests: procgen map, ensured outpost turrets still tracked and fired at me
1 Hour Ago
Update: debug.printqueues now also prints queue capacity Tests: printed queues while being blasted by turrets
1 Hour Ago
some splats tweaks polished the roof hatch look a bit more decals on roof walls
1 Hour Ago
Optim: ObjectWorkQueue now shrinks to dynamically adjusted minimal capacity instead of 0 - explicitly calling Clear resets the state back to inital 256 capacity Grows capacity by 10% every minute if 60 overcapacity events have been recorded. This should eliminate allocations for bursty workloads in long term. Tests: visited outpost, got blasted by turrets
1 Hour Ago
ErrorUI -> UI_Error
1 Hour Ago
Edited mount positions for various chairs
2 Hours Ago
rebase on main
2 Hours Ago
store icon and steam images for rustige egg amethyst
3 Hours Ago
merge from main
3 Hours Ago
merge from new_console-ui
3 Hours Ago
Compile fix
3 Hours Ago
Added a ConVar and a multi-compile for toggling cached shadow maps
3 Hours Ago
fixed crate_tools having wood fx
3 Hours Ago
setting up M16a2 prefabs for world model/animations
3 Hours Ago
merge from new_console-ui
3 Hours Ago
Error assert and exceptions can share the same bucket, they have the same color etc
3 Hours Ago
Merge from chainsaw_hotspot_gathering
3 Hours Ago
Codegen
3 Hours Ago
merge from useplayerupdatejobs 3
3 Hours Ago
Fixed colored background on console entries not working for asserts and exceptions but for real this time
3 Hours Ago
Ensure player fly/speed states are expanded when a new player is added to the PlayerCache, preventing out-of-bounds when initCap is exceeded
3 Hours Ago
Removed global.error, we now have debug.testerror
3 Hours Ago
Fixed colored background on console entries not working for asserts and exceptions
3 Hours Ago
Merge from main
3 Hours Ago
Bring back the ❌ when hitting 🎯 trees 🌳 with chainsaws 🔗🪚. It now attempts to respawn close to the last hit point rather than jumping around the tree if hitting with a chainsaw. Is still always automatically hit regardless Fix item redirects of the chainsaw not also bypassing the hotspot minigame The ❌ decal no longer interacts with the wood hit particle effect when being hit
3 Hours Ago
Fix one of the logs not being prefixed correctly
4 Hours Ago
merge from new_console-ui
4 Hours Ago
Changed the strange 'Manifest Assets Loaded' log breaking TMP
4 Hours Ago
Fix RebuildTilesInBounds not working on independant navmeshes
4 Hours Ago
User submitted commands are green + some other stuff I didnt save
4 Hours Ago
Postfix all navspace Vector3 variables with "NS" and worldspace with "WS", ideally they'd have different types to prevent user error but that's a first step while we still support the unity navmesh
4 Hours Ago
Comment out some old left over editor ddraw
4 Hours Ago
apartment complex initial roof layout and some set dressing monument S2P
4 Hours Ago
Pressing tab auto accept the first auto completion entry