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140,191 Commits over 4,536 Days - 1.29cph!

3 Days Ago
Improve navmesh doors perf, doors now remember which polys are theirs instead of searching the navmesh on every open/close
3 Days Ago
Reduce network overhead of powered igniter, tesla coil and strobe lights Every Hurt broadcasts a full entity update, self damage is now applied every so often to reduce overhead (time to die unchanged)
3 Days Ago
merge from main
3 Days Ago
merge from improved_event_saveloading
3 Days Ago
Fix all non-puzzle crate and barrels spawns being set to never respawn on both oil rigs (happened because "Process" context menu messes them up) S2P
3 Days Ago
merge from main
3 Days Ago
Standardize navmesh door benchmark to follow same conventions as agent path following benchmark
3 Days Ago
merge from monument_blocker_explosive_ammo_fix
3 Days Ago
Fix explosive ammo not dealing any damage to monument blockers
3 Days Ago
merge from skin_pooling_fix
3 Days Ago
Fix pooling bug causing random skins to appear on deployables
3 Days Ago
merge from glass_ar
3 Days Ago
Fix siege towers doors, better behaviour for NPCs when door is slammed on them
3 Days Ago
fix annoying high freq metal clink in one heavy plate footstep
3 Days Ago
tweak gib phys materials on some monument blockers so they play better destruction sounds add thin metal destruction sound for trolley and vent cage gib stages
3 Days Ago
flashlight refresh sounds
4 Days Ago
large medkit sounds
4 Days Ago
heavy plate armor movement sounds
4 Days Ago
loot crate refresh gib sounds
4 Days Ago
glass ak sounds
4 Days Ago
slightly improved the quality of the vending machine texture & improved the cable faceting. Re-implemented the internal shadow box to fake the interior depth but this time merged it to the vending machine geometry, reducing a draw, and also allows me to change the culling mode on the vending machine material from 'off' to 'Back'. This means that the Vending machine no longer renders every triangle twice. This would have also affected the gibs too that inherit the same material.
4 Days Ago
Rewrite some navmesh door bug repro test that passed even without its fix
4 Days Ago
some additonal settings to carry over
4 Days Ago
chinook locked crate optimisation crates + cage combined into one mesh with a single MeshLOD (1/5/15/25, cull 150) chainlink merged into one mesh renderers 16 > 9 LOD components 11 > 4 objects 48 > 40 draw calls 10 > 4 up close, 3 past 20m fence tris 1,000 > 10 tris at 25m 4,064 > 1,032
4 Days Ago
merge from render_pipeline_testing
4 Days Ago
oops client guard
4 Days Ago
Fixes - fix typo in URL - indicate when client is on the main menu (crashing ingame vs disconnecting from server then crashing) - cleanup modded framework check, just read the server tags instead of looking for Oxide.dll loaded
4 Days Ago
merge from render_pipeline_testing
4 Days Ago
fix black player eyes in BRP in bandit camp (leaking spatial env volume shader props between cams), add pass to clear env volume shader props in RRP as well
4 Days Ago
Merge from main
4 Days Ago
Fixed mags not dropping in 3p for abyss ak, ice ak & space lr300
4 Days Ago
Tests
4 Days Ago
Upload the crash dumps to our backend now that the crash handler is fixed - uploads client & server crashes, modded or vanilla then we filter on backend - write state of session every 30s and on scene changes: when the crash actually happens we won't have a chance to write the latest state
4 Days Ago
merge from main -> optimize_json_garbage
4 Days Ago
Big ass pass on all IO electricity tests: - Consistency, new tests and fixes - Added ScopedSky - Moved the save and restart utils to RustTestFixture, started using it for other tests
4 Days Ago
russian roulette - updated textures, mostly there just some polish to do
4 Days Ago
Improve navmesh doors perf
4 Days Ago
Update: add store.unloadAssets convar, default true Controls whether hiding store unloads assets or not. To re-enable requires restarting the game Tests: navigated store in bundled editor with convar disabled
4 Days Ago
Merge from salvaged_hammer_refresh_sounds
4 Days Ago
merge vehicle pooling to main
4 Days Ago
Added new sounds for some of the new Salvaged Hammer actions
4 Days Ago
merge demo ui 2 to main
4 Days Ago
Bugfix: fix disconnect flow causing double unsubscribe - introduce UI_Windon::OnVisibilityChanged - move all the sub/unsub code to it Tests: editor and standalone, connected to server then disconnected. tried connecting to bad ip while on store page
4 Days Ago
Work on Vendor A Shell (for train tunnels, randomised rooms). WIP kiosk (blocking materials and shapes in)
4 Days Ago
refactor critter interest overrideable methods rework how frogs try to find shallow water to croak in
4 Days Ago
pool_ball_moving_fix -> main
4 Days Ago
Fix pool ball velocity creeping into the next shot
4 Days Ago
New preview positions - way better
4 Days Ago
- updated Sheep LODs. added LODs for the Calf. assigned correct material to sheep lod in prefab.
4 Days Ago
ocean wreck buoys - combined the seaweed and mussels on all three renderers 128 > 23 across the three LOD components 115 > 8 gameobjects 153 > 48 prefabs 482kb > 124kb