161,600 Commits over 4,597 Days - 1.46cph!

3 Days Ago
- Removed unused RenderPipelineSwitchNode and RenderPipelineCondition scripts - Removed RustRenderPipeline.IsActive branches - Removed LightingOverride as nothing uses it anymore; lighting overrides are now part of the CameraSettings on the RRP Camera component - Removed dead callbacks to Camera.onPreRender and removed OnPreCull and OnPostRender methods, as these are BiRP only
3 Days Ago
Don't try to set GC mode when using CoreCLR
3 Days Ago
Disable Discord in CoreCLR builds (needs fixing)
3 Days Ago
Declare `precise` keyword as a macro because Unity's shader analyser does not know about it
3 Days Ago
Updated M79 Textures
3 Days Ago
Fixed UI_DevListBase nre when opening the items tab mid loading
3 Days Ago
Fix stashes not decaying. Convar the duration while I'm at it.
3 Days Ago
Fixed ItemPickupNotice NRE
3 Days Ago
Added a gametip explaining how to flip stairs when deploying U or L stairs
Rin
3 Days Ago
Adjusted Uzi repair cost. Removed need for metal fragments.
3 Days Ago
Add some resources to seagull corpses
3 Days Ago
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3 Days Ago
Persist the UID water mark across server restarts, eliminating the risk of ever reusing a net id of a killed entity
3 Days Ago
underground train station dressing update
Rin
3 Days Ago
merge from hopper_backpack_fix
Rin
3 Days Ago
merge from industrial_precheck_fix
Rin
3 Days Ago
merge from deepsea_crash_fix
Rin
3 Days Ago
merge from new_phone_conversations
3 Days Ago
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
3 Days Ago
Fixed ExplosionsOverlay never properly resetting Fixed viewmodel shake not being applied properly
3 Days Ago
merge from base_occlusion/prison_gate -> base_occlusion
3 Days Ago
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
3 Days Ago
Update tests
3 Days Ago
Reserialize prison gate cell prefabs
3 Days Ago
Remove split culling for now
3 Days Ago
Merge from main
3 Days Ago
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset Going into a mode and back out should no longer write anything to the disk at all if no changes were made
3 Days Ago
Cleanup
3 Days Ago
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
3 Days Ago
Fix shears causing blood fx to appear when hitting a sheep
3 Days Ago
line up all the info in the net page
3 Days Ago
New graph and ui setup for the info/net pages
3 Days Ago
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
3 Days Ago
All deploy and door open/close effects now have MaxSpawnDistance components Most stop spawning around 40m 288 effects modified
3 Days Ago
Fix allocations from anchoring of faces -> network groups
3 Days Ago
Fixed deep sea water height update copying the whole texture into a temporary array when joining a server Drops a 256MB allocation, was the reason behind the third biggest client RATN crash
3 Days Ago
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3 Days Ago
merge from analytics_shield_damage -> main
3 Days Ago
set foliage shadow blocks as default and enable behind grass quality level
3 Days Ago
Fix line endings
3 Days Ago
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance Needs some manual configuring still, curerntly flagging 1818 misconfigured effects Added an inspector UI to automatically add the component with the alculated max distance it should be set to Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
3 Days Ago
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3 Days Ago
Update: enable ContentDir build - use Uncompressed, loose output while iterating - clean up generated ContentDirRoot after build Tests: made a couple builds
3 Days Ago
Fixed "Incorrect material array length" warning when opening some skins in the skin viewer
3 Days Ago
Fixed binoculars screen effect not working with domain reload disabled
3 Days Ago
Added net tab to the F1 menu, to replace the one from the old F1 menu Shows ping, received and sent with graphs of the last 30 seconds, plus the client network stats - Added UI_HistoryGraph, a simple bar graph that other tabs can reuse
3 Days Ago
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees) Exposed as an option on the container entity Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
3 Days Ago
Add analytics for damage blocked by shields when players take damage
4 Days Ago
couple more attachment points zero'd
4 Days Ago
Uzi viewmodel - added shell to top of mag - set up system to hide shell on zero ammo count - added events to show shell on return of new mag during reloads