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139,720 Commits over 4,505 Days - 1.29cph!

Yesterday
possible NRE fix for mannequins
Yesterday
optimised darts textures and max sizes. we were shipping the radiation dart at 4k on all textures. RadiationDart_AO 4096 -> 512 RadiationDart_bc 4096 -> 1024 RadiationDart_mg 4096 -> 1024 RadiationDart_nrm 4096 -> 1024 42.7 MB → 2.17 MB VRAM looking at other textures that are unnecessarily big too to optimise where applicable.
Yesterday
Fix prevent building volumes being baked into the navmesh instead of ignored
Yesterday
Medkit now gives -20 radiation, same as two individual syringes Boat Planner tech tree cost down from 120 to 30 Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
Yesterday
merge from vehicle_pooling
Yesterday
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
Yesterday
Codegen
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
animation imports + keyframe curve editor
2 Days Ago
Deleted old prefab location
2 Days Ago
Ladder collision and LOD setup
2 Days Ago
Merge from main
2 Days Ago
Merge from hackweek_random_skin_crafting
2 Days Ago
GC optim
2 Days Ago
Bugfix(editor): fix store prop drawer failing to draw - added a fallback path for original image property Cuased by missing path proxy field that I ripped out during merge Tests: inspected JungleShowcase ui prefab
2 Days Ago
Merge from main
2 Days Ago
2 Days Ago
Adjusted frame for triangle top tier hatch
2 Days Ago
Fixed an issue where the Deferred+ lighting toggle wasn't been set currently when entering playmode due to the way we copy the pipeline asset
2 Days Ago
Buildfix: fix merge issues Tests: editor opens
2 Days Ago
Merge: from main
2 Days Ago
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
2 Days Ago
Bugfix: grab latest binaries for Rust.Native One of them was stale, breaking the feature Tests: booted into craggy on windows - no more exception
2 Days Ago
Arrow Revamp Icon fixes
2 Days Ago
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
2 Days Ago
Merge: from main
2 Days Ago
Merge from main
2 Days Ago
Added changes that should have been checked out with the last commit
2 Days Ago
Added support for Deferred+ lighting
2 Days Ago
Repair bench fix
2 Days Ago
SAM site vs drone buffs wip: Missiles use a proximity fuse against drones (reusing the MLRS trigger), lead vs them without aim error at 2.25x speed, and destroy drone-dropped explosives mid-air (no fireballs)
Rin
2 Days Ago
merge from swamp_tree_buff
Rin
2 Days Ago
Increase all swamp tree wood harvest from 300 to 1000
2 Days Ago
Random includes the default skin now too
2 Days Ago
Cached skin id fix
2 Days Ago
More suspension/steering/grip tweaks from testing, can be further tweaked after feedback Removed the burnout/launch attempt, wasn't working right Fixed engine revs to use front wheel speed instead of rear (AWD so no difference) Rear wheels now visually lock during a handbrake instead spinning
2 Days Ago
2 Days Ago
Refactor
2 Days Ago
merge from main, fix proto conflict
2 Days Ago
Market terminal now needs charge from the powerplant to function Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant Each transaction costs 10 charge Marketplace terminal UI shows current charge
2 Days Ago
Merge from main
2 Days Ago
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
2 Days Ago
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
2 Days Ago
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now
2 Days Ago
Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in
2 Days Ago
Merge from new_navmesh_fixes
2 Days Ago
Merge from cactus_impact_effects