137,887 Commits over 4,474 Days - 1.28cph!

1 Year Ago
Merge from trimmed_asset_warmup/scene_warmup
1 Year Ago
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
1 Year Ago
Enable burying on seasonal weapons
1 Year Ago
Enable burying for attachments (splitting this so its easier to subtract if needed)
1 Year Ago
Defer hiding the loading screen until after returning to the menu scene Fixes getting into a weird state when cancelling while waiting for asset scenes to load (they need to finish loading first)
1 Year Ago
Enable burying on a set of weapons
1 Year Ago
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
1 Year Ago
Don't try to return prefabs to the pool if the map is being unloaded
1 Year Ago
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
1 Year Ago
Store, home styling improvements
1 Year Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
1 Year Ago
Fixed rust logo button not going back to home
1 Year Ago
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces - GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
1 Year Ago
arctic page content
1 Year Ago
Fixed crate names vanishing after switching language
1 Year Ago
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
1 Year Ago
Removed old store convars
1 Year Ago
Fixed some layout issues with material names in steam inv screen
1 Year Ago
Fixed settings menu search returning disabled options
1 Year Ago
Added last remaining COL meshes for floating walkway
1 Year Ago
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
1 Year Ago
Fixed skin viewer never loading skins when not connected to a server
1 Year Ago
Store mask NRE fix
1 Year Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
1 Year Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
1 Year Ago
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
1 Year Ago
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
1 Year Ago
inventory scroll bar fix for the 84th time
1 Year Ago
Clean up the homepage, and header navigation
1 Year Ago
Update frontier pack
1 Year Ago
update abyss pack items
1 Year Ago
merge from nametag_clipping_fix
1 Year Ago
Merge from fishing_village_a_door_fix
1 Year Ago
Marked the red door leading into the vehicle purchase building at fishing village a always openable, previously was blocked on servers first boot and would be openable after server restart
Rin
1 Year Ago
Added Rocks, cliffs, iceberg Enabled some craggy items
1 Year Ago
Merge from NormalizedTapeUsed_nre
1 Year Ago
Fixed possible NRE when recording a cassette (NormalizedTapeUsed)
1 Year Ago
Merge from project_generation
1 Year Ago
Merge from trimmed_asset_warmup/scene_warmup
1 Year Ago
Fix prefabs in asset scenes having the full path as their name (some code depends on it just being the filename)
1 Year Ago
Push editor script
1 Year Ago
Merge from main
Rin
1 Year Ago
Road collliders Painted road and roadside Bakes
1 Year Ago
Merge from digestion_tea_sync
1 Year Ago
Player modifiers now respect time scale Fixed a typo in Protobuf.Modifier Player modifiers now tick with a double instead of a float, should be more reliable on long server uptimes
1 Year Ago
Add editor for SH Baker, restructure for AO options, clean up redundant code, add SHDO debug option and intensity slider for foliage material, use a fixed distance and take min shadow for shadow fade/blending, use transmission channel bits for SHDO instead of AO channel.
1 Year Ago
Fix assertion failure in TerrainCollisionTrigger.OnDisable
Rin
1 Year Ago
Ring road progress
1 Year Ago
Fix NRE in ESPCanvas.Update on disconnect
1 Year Ago
Fix monument (world) prefabs missing after disconnect and reconnect