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119,329 Commits over 4,018 Days - 1.24cph!

Today
Culling volumes for lights. Lighting LOD & bleed optimization.
Today
Looping iteration.
Today
Godrays from the top of the ziggurat. Flare texture tweaks. Lighting update.
Yesterday
merge from main
Yesterday
merge from vendingmachine_storageadaptor_fix
Yesterday
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Yesterday
merge from egghunt_fixes
Yesterday
Blank slate to start work on a new menu
Yesterday
Fixed eggs spawning in ice lakes Fallback to terrain height when the raycast didnt hit
Yesterday
initial prefab setup and folders for jungle/aztec ak
Yesterday
Bugfix: WaterCollision.GetIgnoreIndirect properly fills entire result set Tests: ran unit tests + staging demo playback
Yesterday
added pipe mesh to the ziggurat
Yesterday
Cleanup, removed logs
Yesterday
Cocoknight armor update
Yesterday
Updated Cooked Snake Material Updated Game Manifest Added back Raw Snake Meat Textures
Yesterday
Eggs spawn at water level
Yesterday
Updated LOD distance
Yesterday
Tests: adding TestWaterIgnoreConsistency to further narrow down what is going wrong Tests: ran new unit test, it does fail as begrudgingly expected
Yesterday
Client optims: - Removed Update call from egg entity, moved to a single manager updating all of them - halved the cpu time - Enabled pooling
Yesterday
Prevent tigers from fighting panthers all the time
Yesterday
Zigg tank large -Collision update -LODs -Repack UVs -Feedback pass
Yesterday
Allow setting a custom initial orientation for projectiles
Yesterday
Merge from jungle_update (different tiger spawning rules)
Yesterday
Experiment with different spawning rules for tiger and panther, trying to avoid them spawning too close to each other
Yesterday
Removed Old Snake Raw Textures
Yesterday
Added in Snake Raw Meat and Cooked Meat Materials and Models Setup Snake Cooked Meat Materials and World Model
Yesterday
Merge from env_volume_performance_testing
Yesterday
Set indirect specular render target's alpha to zero when subsurface scattering isn't in use to avoid rendered icons from having back backgrounds
Yesterday
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Yesterday
Enabled raycasting on egg spawned during the event
Yesterday
Easter egg hunt improvements and fixes: - Egg spawn pos is now raycasted instead of using the terrain height map - fixes eggs spawning inside rocks, player bases etc - Initial eggs spawn uses raycast commands and is budgeted and spread out during warmup time
Yesterday
Adjusted base clip distance
Yesterday
Prepped prefab for cull volumes.
Yesterday
merge from groundwatch_nre_fix
Yesterday
Fixed vending machine storage adaptor pipes always being blocked
Yesterday
merge from Easter_event_2025
Yesterday
prefab cleanup - added guard rails
Yesterday
- Server projectiles now properly prevent head clipping on throw - Rebound HideUntilMobile to a more realistic distance for current rust - Setup convars to be able to control server projectile clipping settings with overrides on a per projectile basis
Yesterday
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Yesterday
Merge from env_volume_performance_testing
Yesterday
Merge from main
Yesterday
Fixed the issue with the skin's speculer when using subsurface scattering and deferred indirect lighting
Yesterday
added the new terminals and electric boxes to the scene
Yesterday
Zigg tank update
Yesterday
Merge from /main
Yesterday
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Yesterday
trawler ship - broke the mesh down into components/tasks - ladder triggers, doors, ship fully explorable
Yesterday
Add convars to control camera clip buffer time and if enabled
Yesterday
Optim: FinalizeTickParallel - use a burst job to gather players to validate for tick history - Cleaned up a bunch of code by switching to NativeList from NativeArray - more TickInterpolatorCache usage Tests: staging demo playback