138,714 Commits over 4,324 Days - 1.34cph!

Today
Restore the models I deleted from main that are still used in that branch
Today
Added BBQ
Today
Updated held positions for all guitars + bass
Today
merge from main
Today
Removed animator from sks
Today
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
Today
Terrain mesh collision cells wip
Today
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
Today
Merge from tunnet_netgroup_fix
Today
Compile fix
Today
merge from main
Today
Added two console commands ClearContainer and ClearContainer_radius
Today
Merge from main
Today
Automatically generate help text for convars with args that don't have help text in the attribute
Today
Fixed disable world prefabs pref not disabling for all paths
Today
merge from deepsea_fixes
Today
Added some logs to help solve the mystery of the missing deep sea portal
Today
merge from main
Today
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Today
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Today
Add RendererBatch to box conditional contents
Today
Collision, gibs, prefab setup
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
Yesterday
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
Yesterday
Merge: from main
Yesterday
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
Yesterday
merge from main
Yesterday
Fix ghostship d still spawning 100% of the crates when the deep sea opens
Yesterday
Apartment complex b progress
Yesterday
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Yesterday
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
Yesterday
Moved drop controller and hero modals warmup to the home tab warmup
Yesterday
Alternative fix for MSurf_MaterialSortID issue
Yesterday
merge from indirect_instancing
Yesterday
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.
Yesterday
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
Yesterday
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Yesterday
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
Yesterday
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
Yesterday
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Yesterday
Maybe this time it will work
Yesterday
exported minicopter 3p idle anims and edited left hand ik target in entity
Yesterday
Probably fix Linux dedicated server build
Yesterday
Fix MSurf_MaterialSortID check being to aggressive perhaps * Doesn't happen to me, so cant test if this actually fixes the issue
Yesterday
merge from boxes_dlc
Yesterday
merge from main
Yesterday
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
Yesterday
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
Yesterday
missed consolesystem commit for painting line tool
Yesterday
Added packet count flushing