143,879 Commits over 4,413 Days - 1.36cph!

4 Minutes Ago
Fix new scientists hovering slightly above ghostship floor
8 Minutes Ago
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25 Minutes Ago
Fixed editor performance after merging child animator system
27 Minutes Ago
merge from dont_bake_on_load
32 Minutes Ago
merge from custom_item_fixes
32 Minutes Ago
Fix items not stacking together after they've been part of a copypaste
35 Minutes Ago
merge from main
45 Minutes Ago
Santa beard partial fix
46 Minutes Ago
merge from mortar_prototype
50 Minutes Ago
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes - chance this will break something, this opened and saved every scene which runs s2p
1 Hour Ago
Fix look rotation spam when in network range of a freshly placed mortar
1 Hour Ago
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1 Hour Ago
Add model component to mortar, should stop scaled impact effects
1 Hour Ago
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
1 Hour Ago
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
2 Hours Ago
merge from automated_testing/raid_recorder
2 Hours Ago
Added some new raiding tests
2 Hours Ago
Merge from main
3 Hours Ago
merge from automated_testing
3 Hours Ago
merge from main
3 Hours Ago
merge from selectionhistorywindow_optims (editor only)
3 Hours Ago
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary These objects were never released after a domain reload or a UnloadUnusedAssets call This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues
3 Hours Ago
Merge from main
4 Hours Ago
Auto give rocket launcher and rockets + infinite ammo when starting to record Added ddraws on hit building blocks
4 Hours Ago
workshopsource fixes - electric furnace topology and spinner wheel uvs
4 Hours Ago
spinner wheel bought up axel on base inside of 1:1 UV range
Rin
4 Hours Ago
merge from mortar_prototype
4 Hours Ago
Added electric furnace to render scene
4 Hours Ago
merge from main
4 Hours Ago
merge from steaminventory_newitem_fix
4 Hours Ago
Fixed new items just bought not showing in your steam inventory (was only working in debug builds)
4 Hours Ago
Include missing distance function in commit
4 Hours Ago
Split shaders between stencil hole and overhead map Fix subinstances
5 Hours Ago
5 Hours Ago
Small UIHUD optims
5 Hours Ago
workshopsource electric_furnace topology fix
Today
Reduce hole map distance for increased resolution Move map pivot in front of camera for increased distance Use DitherMaskClip for softer shadow edges Don't render holes to texture border to prevent sampling clamp issues Change to additive blend mode to prevent intersecting holes stomping data Add triangle prism asset for hole shape Replace alpha float cutoff with alpha map bool value in tile extractor
Today
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CharityPlushie setup
Today
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Today
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Today
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Today
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
Today
Fix NONE compile error in Workbench.Updates.cs
Today
Merge from terrain_lowering_nms_large_cave
Remove region locations help print out
Today
Missed a meta
Today
Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance.
Today
merge from fix_submesh_batching_shipping
Today
Rewrite submesh batching to batch with a key based on multiple materials instead of batching each individual submesh / material individually - fixes race condition where the inner plywood submesh would be disabled while the outer submesh would still show