138,922 Commits over 4,352 Days - 1.33cph!

5 Days Ago
Merge from boxes_dlc
5 Days Ago
Merge from signalcomputercollider
5 Days Ago
Merge from mobile_grid_fixes
5 Days Ago
merge from deepsea_fixes
5 Days Ago
Compile fix
5 Days Ago
merge from deepsea_fixes
5 Days Ago
Make sure you aren't teleported back OOB when coming back from the deep sea Fixes boat exploding when exiting the deep sea near the edge of the map
5 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
5 Days Ago
Restore the models I deleted from main that are still used in that branch
5 Days Ago
Added BBQ
5 Days Ago
Updated held positions for all guitars + bass
5 Days Ago
merge from main
5 Days Ago
Removed animator from sks
5 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
5 Days Ago
Terrain mesh collision cells wip
5 Days Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
5 Days Ago
Merge from tunnet_netgroup_fix
5 Days Ago
Compile fix
5 Days Ago
merge from main
5 Days Ago
Added two console commands ClearContainer and ClearContainer_radius
6 Days Ago
Merge from main
6 Days Ago
Automatically generate help text for convars with args that don't have help text in the attribute
6 Days Ago
Fixed disable world prefabs pref not disabling for all paths
6 Days Ago
merge from deepsea_fixes
6 Days Ago
Added some logs to help solve the mystery of the missing deep sea portal
6 Days Ago
merge from main
6 Days Ago
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6 Days Ago
Add RendererBatch to box conditional contents
6 Days Ago
Collision, gibs, prefab setup
6 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
6 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
6 Days Ago
Merge: from main
6 Days Ago
Add a temp hack for missing surface.GetScissorRect Add some invalid handle checks to shadow rendering Remove that unused code Potential micro optimization for trace filter tables Fix MSurf_MaterialSortID check being to aggressive perhaps Minor cleanup Fix last map not loading correctly if it's an addon map
6 Days Ago
merge from main
6 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
6 Days Ago
Apartment complex b progress
6 Days Ago
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Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
6 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
6 Days Ago
Alternative fix for MSurf_MaterialSortID issue
6 Days Ago
merge from indirect_instancing
6 Days Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
6 Days Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
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Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
6 Days Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
6 Days Ago
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6 Days Ago
Maybe this time it will work
6 Days Ago
exported minicopter 3p idle anims and edited left hand ik target in entity