136,298 Commits over 4,444 Days - 1.28cph!

33 Days Ago
merge from industrial_dlc
33 Days Ago
merge from main
33 Days Ago
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
33 Days Ago
torch animation updates
33 Days Ago
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
33 Days Ago
update from main
33 Days Ago
Fix miner's hat not showing up in the workshop editor
33 Days Ago
merge from PlayerRigUpdate2
33 Days Ago
apartment corridor update
33 Days Ago
main -> game_room_dlc
33 Days Ago
edited crossbow bowless viewmodel prefab iron sight postion
33 Days Ago
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
33 Days Ago
merge from mortar_fixes
33 Days Ago
Fix spectator mode being broken for vehicles that don't override position/rotation
33 Days Ago
Merge from batch_renderer_group
33 Days Ago
Only initialise BatchRendererGroup if using a render pipeline
33 Days Ago
merge from auto_turret_cover_fix including scene2prefabs
33 Days Ago
scene2prefab with auto turret fixes
33 Days Ago
Merge from Main/bowless_crossbow
33 Days Ago
merge from mfm (merge from main)
33 Days Ago
Industrial Storage - added missing physics material to horizontal variant
33 Days Ago
Merge from main Manually resolve merge hell in SprayCan.cs
33 Days Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
33 Days Ago
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
33 Days Ago
Full screen skinviewer layout/transition changes
33 Days Ago
Collision for large apartment
33 Days Ago
Adding new world model rig for m16
33 Days Ago
Merge from industrial_dlc
33 Days Ago
Reorder industrial shelf colours to match shipping container
33 Days Ago
Remove legacy built-in instancing support from Rust/Standard shader. We're all-in on RRP, SRPB, BRG and all the other fancy acronyms.
33 Days Ago
Fix rare NRE from missing player models when creating sweep handles
33 Days Ago
update from main
33 Days Ago
merge from PlayerRigUpdate2
33 Days Ago
Fix burst cloth when spawning in near sleeping players
33 Days Ago
Updated shorts to eliminate transparency bleed in some skins
33 Days Ago
Caching m16 viewmodel textures
33 Days Ago
Show faded fuel blocks when consumed instead of hiding them.
33 Days Ago
Mortar animation update
33 Days Ago
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
33 Days Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
33 Days Ago
Merge from lockin
33 Days Ago
33 Days Ago
FIx map not appearing
33 Days Ago
compile fix
33 Days Ago
set serialized version as well
33 Days Ago
wip keep locked trajectory visible but allow now control after locking in.
33 Days Ago
tool just injects the property into the .unity file instead of opening and saving it
33 Days Ago
testlist
33 Days Ago
updated m16a2 world mesh material order issue
33 Days Ago
initial tool