199,026 Commits over 4,140 Days - 2.00cph!

Yesterday
Update: BaseRaidBench - add a run that spawns base and players in it under attack - Removed baseRaid5 and baseRaid25 Local player spawns/teleports to the wrong position - will fix next. Tests: ran the scene locally
Yesterday
premium modal clean
Yesterday
reduce initial capacity of the projectile stable index cache
Yesterday
Fix BBS bone name conflict with ladders
Yesterday
Update Naval Improvised Planks Textures and Materials Added Naval Improvised Planks Model and LODS
Yesterday
Re-add party invite modal
Yesterday
Base for Quickjoin system
Yesterday
Reimplemented Discord/Friends changes from the latest update (still missing a few minor things) UIChat supports canvas disable rather than set active Better store hero error handling Better store hero retry Fixed bootstrap
Yesterday
Add command to list reported players with count of how many reports, server only
Yesterday
Some skin viewer tweaks
Yesterday
Fixed limited tab scrollbar Added on hover shadow anim Removed saved true on store and inv convars
Yesterday
Add newly generated projects to the solution build configuration, otherwise the solution won't build. TODO: Generate client/server projects for the main assembly dependencies and use those projects instead.
Yesterday
Cannons can now be placed after boat construction
Yesterday
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Yesterday
Store tweaks
Yesterday
Modular boats steering wheel tier 2 4k textures for media caps
Yesterday
Update: DemoBuildingsViewer - always visualize spawn markers Simplifies scene setup Tests: used in editor
Yesterday
Bugfix: SpawnMarker.SpawnType are now proper bitflags Tests: none, trivial change
Yesterday
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Yesterday
Clean: move Building to Benchmark namespace Tests: compiles in editor
Yesterday
Update: DemoBuildingsViewer - export spawn markers Tests: ran the export with couple markers
Yesterday
Updated limited tab styling
Yesterday
removed BatchedWaterRays option and disabled codepath
Yesterday
Added LOD3 textures for floating walkways
Yesterday
New: editor-only SpawnMarker for DemoBuildingsViewer - automatically links up to nearest building, but can override Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups Tests: loaded staging demo and checked how gizmos draw
Yesterday
merge from main
Yesterday
Update: extra scopes for Projectile perf tests Tests: ran the perf tests
Yesterday
corrected profile region name
Yesterday
Merge from trimmed_asset_warmup/scene_warmup
Yesterday
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
Yesterday
Enable burying on seasonal weapons
Yesterday
Enable burying for attachments (splitting this so its easier to subtract if needed)
Yesterday
Enable burying on a set of weapons
Yesterday
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)
Yesterday
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
Yesterday
Don't try to return prefabs to the pool if the map is being unloaded
Yesterday
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
Yesterday
Store, home styling improvements
Yesterday
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
Yesterday
Fixed rust logo button not going back to home
Yesterday
merge from new_menu
Yesterday
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
Yesterday
arctic page content
Yesterday
Fixed crate names vanishing after switching language
Yesterday
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
Yesterday
Removed old store convars
Yesterday
Fixed some layout issues with material names in steam inv screen
Yesterday
Fixed settings menu search returning disabled options
Yesterday
Added last remaining COL meshes for floating walkway
Yesterday
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.