138,606 Commits over 4,324 Days - 1.34cph!

18 Minutes Ago
Merge from tunnet_netgroup_fix
18 Minutes Ago
Compile fix
21 Minutes Ago
merge from main
22 Minutes Ago
Added two console commands ClearContainer and ClearContainer_radius
32 Minutes Ago
Merge from main
44 Minutes Ago
Automatically generate help text for convars with args that don't have help text in the attribute
1 Hour Ago
Fixed disable world prefabs pref not disabling for all paths
3 Hours Ago
merge from deepsea_fixes
3 Hours Ago
Added some logs to help solve the mystery of the missing deep sea portal
3 Hours Ago
merge from main
3 Hours Ago
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4 Hours Ago
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4 Hours Ago
Add RendererBatch to box conditional contents
4 Hours Ago
Collision, gibs, prefab setup
4 Hours Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
5 Hours Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
5 Hours Ago
Merge: from main
5 Hours Ago
Add a temp hack for missing surface.GetScissorRect Add some invalid handle checks to shadow rendering Remove that unused code Potential micro optimization for trace filter tables Fix MSurf_MaterialSortID check being to aggressive perhaps Minor cleanup Fix last map not loading correctly if it's an addon map
5 Hours Ago
merge from main
5 Hours Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
5 Hours Ago
Apartment complex b progress
5 Hours Ago
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5 Hours Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
5 Hours Ago
Moved drop controller and hero modals warmup to the home tab warmup
5 Hours Ago
Alternative fix for MSurf_MaterialSortID issue
6 Hours Ago
merge from indirect_instancing
6 Hours Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
6 Hours Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
Today
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Today
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
Today
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
Today
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Today
Maybe this time it will work
Today
exported minicopter 3p idle anims and edited left hand ik target in entity
Today
Probably fix Linux dedicated server build
Today
Fix MSurf_MaterialSortID check being to aggressive perhaps * Doesn't happen to me, so cant test if this actually fixes the issue
Today
merge from boxes_dlc
Today
merge from main
Today
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
Today
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
Today
missed consolesystem commit for painting line tool
Today
Added packet count flushing
Today
merge cannon_fuse_burn to main
Today
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
Today
Skin pass for vagabond jacket
Today
merge from main
Today
update from main
Today
Fix cannon handle spinning due to buoyancy.
Today
merge from 144620 failed merge
Today
merge from storepage_boxes