159,227 Commits over 4,566 Days - 1.45cph!

14 Days Ago
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
14 Days Ago
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
14 Days Ago
remove toggle option for neutral light, it's stuck on in rrp for now
14 Days Ago
Big test description pass
14 Days Ago
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
14 Days Ago
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
14 Days Ago
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
14 Days Ago
merge from main
14 Days Ago
TestLivestockHome cleanup
14 Days Ago
fix water reflection probe funkiness when using the chippy arcade machine in RRP
14 Days Ago
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14 Days Ago
Added static prop versions of blue computer terminals. Added collision for Small Random Room J
14 Days Ago
improved monument placement - 13s faster - split tier check out to early exit as a first check and water check to run at the end - let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
14 Days Ago
merge from render_pipeline_testing (fixes)
14 Days Ago
merge from main
14 Days Ago
Milky Healing Tea 112 > 100 healing, currently cant have more than 100 pending health anyway
14 Days Ago
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make - shaves another 22s off, which is ridiculous
14 Days Ago
fix volumetric fog shadows not working in RRP
14 Days Ago
optimize the flash beams too, they share the same shader as lasers.
14 Days Ago
Excluded some benchmark tests from CI
14 Days Ago
update from main
14 Days Ago
Bugfix: avoid local client player being destroyed during scene switch also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
14 Days Ago
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14 Days Ago
merge from main
14 Days Ago
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14 Days Ago
Added an editor test to check the store doesnt use mp4 videos because looks like I can't check a video extension myself
14 Days Ago
Fixed the contact images being too dark on RRP
14 Days Ago
Halloween Wallpapers - texture updates
14 Days Ago
Updated instrument dlc video (was mp4) Removed some old mp4 refs in prefabs
14 Days Ago
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
14 Days Ago
Merge from rust_render_pipeline
14 Days Ago
Merge from main
14 Days Ago
Fix garage doors blocking navmesh above them when closed
14 Days Ago
Rebalance how much food livestock needs (stomped Jarry halving the amount with a previous fix)
14 Days Ago
merge from critter_animals
14 Days Ago
fix turtle error log - swimming NPCs no longer pause their navmeshagent, the agent is disabled but required on the prefab for other dependencies
14 Days Ago
Fix pooling bugs causing crabs and jellyfish to often be invisible
14 Days Ago
Fix dialogue for purchasing calves appearing to be successful with insufficient scrap
14 Days Ago
Fixed cargoship lighting regression.
14 Days Ago
Adult animals get two ropes like the horses Rope ends off camera Applied rope fixes to horses as well
14 Days Ago
Blurhash
14 Days Ago
Updated plague doctor store page media (video + one screenshot) Updated jungle pack store page video (was a mp4)
14 Days Ago
Livestock vendor now says how much wool you need when you don't have enough wool to sell
14 Days Ago
More halter meshes for calf and bull
14 Days Ago
Updated lead interaction icon
14 Days Ago
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
14 Days Ago
If doing the underwater labs mission in a team, activating a boombox counts towards team members objective progress if they are currently in the same underwater lab Change TerrainPath.FindClosest to use SqrMagnitude2D instead of Distance2D
14 Days Ago
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
14 Days Ago
Prevent wild livestock from dying from hunger etc
14 Days Ago
Prevent wild livestock from dying from unmet needs (floor to 50% hp)