201,847 Commits over 4,171 Days - 2.02cph!

36 Days Ago
Enable burying on a set of weapons
36 Days Ago
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
36 Days Ago
Don't try to return prefabs to the pool if the map is being unloaded
36 Days Ago
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
36 Days Ago
Store, home styling improvements
36 Days Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
36 Days Ago
Fixed rust logo button not going back to home
36 Days Ago
merge from new_menu
36 Days Ago
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
36 Days Ago
arctic page content
36 Days Ago
Fixed crate names vanishing after switching language
36 Days Ago
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
36 Days Ago
Removed old store convars
36 Days Ago
Fixed some layout issues with material names in steam inv screen
36 Days Ago
Fixed settings menu search returning disabled options
36 Days Ago
Added last remaining COL meshes for floating walkway
36 Days Ago
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.
36 Days Ago
merge from new_menu
36 Days Ago
Fixed skin viewer never loading skins when not connected to a server
36 Days Ago
Store mask NRE fix
36 Days Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
36 Days Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
36 Days Ago
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36 Days Ago
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
36 Days Ago
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
36 Days Ago
inventory scroll bar fix for the 84th time
36 Days Ago
Clean up the homepage, and header navigation
36 Days Ago
Update frontier pack
36 Days Ago
update abyss pack items
36 Days Ago
merge from nametag_clipping_fix
36 Days Ago
Merge from fishing_village_a_door_fix
36 Days Ago
Marked the red door leading into the vehicle purchase building at fishing village a always openable, previously was blocked on servers first boot and would be openable after server restart
Rin
36 Days Ago
Added Rocks, cliffs, iceberg Enabled some craggy items
36 Days Ago
Merge from NormalizedTapeUsed_nre
36 Days Ago
Fixed possible NRE when recording a cassette (NormalizedTapeUsed)
36 Days Ago
Merge from project_generation
36 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
36 Days Ago
Fix prefabs in asset scenes having the full path as their name (some code depends on it just being the filename)
36 Days Ago
Push editor script
36 Days Ago
Merge from main
Rin
36 Days Ago
Road collliders Painted road and roadside Bakes
36 Days Ago
Merge from digestion_tea_sync
36 Days Ago
Player modifiers now respect time scale Fixed a typo in Protobuf.Modifier Player modifiers now tick with a double instead of a float, should be more reliable on long server uptimes
37 Days Ago
Add editor for SH Baker, restructure for AO options, clean up redundant code, add SHDO debug option and intensity slider for foliage material, use a fixed distance and take min shadow for shadow fade/blending, use transmission channel bits for SHDO instead of AO channel.
37 Days Ago
Fix assertion failure in TerrainCollisionTrigger.OnDisable
Rin
37 Days Ago
Ring road progress
37 Days Ago
Fix NRE in ESPCanvas.Update on disconnect
37 Days Ago
Fix monument (world) prefabs missing after disconnect and reconnect
Rin
37 Days Ago
Terrain painting progress
37 Days Ago
Merge from hardore_refresh