161,662 Commits over 4,597 Days - 1.47cph!
Merge branch 'render_pipeline_testing'
Merge branch 'indirect_instancing'
Revert "Render shadows via BRG (Experimental)"
testing123
*teeeest
test
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Use lower LODs for foliage shadows
Added a RainShadowGrid - a grid of cells around the camera that store where the rain is hitting
Merge pull request #3 from Facepunch/helk/steam-inventory-halloween-icons
Add Steam inventory items 71400-71413 and update Halloween store categories
Create a new rain wetness feature on the standard rust shader
Updated PoseTools for generic compatibility
Fixed missing foot IK on unarmed stand anim (presumably lost in player model update?)
Fix turn in place, warping on leg bones while sprinting
Create PanelsGameHost during bootstrap/gamesetup
Started exploring using s&box panels to draw our UI. Added DLLs and unity bridge
Converted the player model to use generic animations
Let -nosteam keep a server's Steam off
Stop RustNav's tile builders when the application quits
Remove BaseNavigator's unused WindowsRuntime using
Marshal the navmesh save and load paths as UTF-8
Install ServerProfiler's native profiler only on Mono
Keep UniTask's pooled thread-pool runners off outside Mono
Give TextTable's string its own field offset
Fix worldmodel outline not working for 5 prefabs
Merge branch 'main' into automated_testing
Replace delegate BeginInvoke/EndInvoke with Tasks
Don't set the GC mode when running on CoreCLR
Disable Discord in CoreCLR builds
Keep fields Unity can't serialise out of Unity's serialisation
Remove unused usings of namespaces .NET doesn't have
Replace BinaryFormatter with BinaryReader/Writer in WhatUsesThis caches
Remove MaterialConfig's conflicting FormerlySerializedAs attributes
Hash the server assembly from GetLoadedAssemblyPath on Unity 6.7 and later
Mark runtime-only fields of serialisable types [NonSerialized]
Load Harmony mods with CurrentAssemblies on Unity 6.7 and later
Pinning macos build pipelines to runners
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Set the encryption level on the network thread instead of setting it on the main thread
- ensures we don't set the encryption level before the client recieved approved (existing issue) and ensure batches are flushed before the packet is sent (new issue)
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Better npczones experiment
Fixed Nuclear Missile Silo terrain sometimes clipping over the doorway and underground tunnels, very fiddly to fix whilst preserving terrain auto-lowering. Tested on multiple 6000-sized maps to stress test terrain texel resolution
merge from ddraw_parent_fix
No longer draw ddraw objects when they attempt to parent on entities that aren't networked to the client yet