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140,506 Commits over 4,536 Days - 1.29cph!

2 Months Ago
Clean: get rid of OcclusionCulling.DebugFilter We already had DebugMask that represented exactly the same Tests: compiles
2 Months Ago
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
2 Months Ago
Codegen
2 Months Ago
Fix raid window convars not persisting after restart
2 Months Ago
Try doing it in post load
2 Months Ago
Added materials for the Rubble on Barrels monument blockers
2 Months Ago
merge from cui_fadeout_fix
2 Months Ago
Possible fix for CUI fadeout not working
2 Months Ago
Update: add debugshowoccluderid to help with filtering to specific occluder Tests: used on Craggy to look at boxes
2 Months Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
2 Months Ago
Update: couple more debug features for OcclusionCulling debug DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged Tests: used both to target props on Craggy
2 Months Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
2 Months Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
2 Months Ago
Flare rig assigned materials update
2 Months Ago
Updating flare mesh
2 Months Ago
merge from main
2 Months Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
2 Months Ago
merge from main
2 Months Ago
Flare refresh animation 1st pass and set up for review
2 Months Ago
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component Instead just use first found renderer as LOD0
2 Months Ago
Entity setup for stacked desks blocker
2 Months Ago
stacked desk entity backup (no mani update yet)
2 Months Ago
Stacked tables WIP (reverted entity due to bug, will remake)
2 Months Ago
merge form hatchet_fixes
2 Months Ago
merge from barrel_deploy_fit_shelves
2 Months Ago
merge from Lootpanel_Upkeeptext
2 Months Ago
merge from softcore_changelog
2 Months Ago
merge from masterkey_ownership_fix
2 Months Ago
merge from spraycan_reskin_refactor
2 Months Ago
merge from shops_vis_number
2 Months Ago
merge from demo_compat_bricking_fix
2 Months Ago
merge from pickup_monument_fix
2 Months Ago
Adding g skin ak anims
2 Months Ago
merge from main
2 Months Ago
satellite control room, some polish to set dressing
2 Months Ago
satellite crates updates
2 Months Ago
merge from apartment_disconnect_teleport_fix
2 Months Ago
merge from rentableshop_item_move_fix
2 Months Ago
merge from cctv_lighting_fix
2 Months Ago
merge from rust_relay_server
2 Months Ago
merge from master_key_despawn_time_increase
2 Months Ago
merge from charms_ownership_fix
2 Months Ago
merge from apartment_door_teammate_fix_2
2 Months Ago
merge from sleeper_safezone_turret_fix
2 Months Ago
merge from apartment_estimatedvalue_fix
2 Months Ago
Added the twitch drops render scene to the "Scenes" unity menu
2 Months Ago
Deleted an old, broken prefab in scene
2 Months Ago
Position tweak
2 Months Ago
Merge from main
2 Months Ago
Update WeatherEffect to use a PersistentObjectWorkQueue instead of repeating invokes Budgeted to 0.05ms, matches it's invoke cost but stops the occasional spike up 0.1ms Also pass the position of the effect down the chain once, instead of repeatedly accessing transform.position