159,242 Commits over 4,566 Days - 1.45cph!

11 Minutes Ago
Merge from main
21 Minutes Ago
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
27 Minutes Ago
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47 Minutes Ago
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
60 Minutes Ago
Brigthened the room lighting slightly
1 Hour Ago
Fixed deep sea spamming tree spawned RPCs to all players when opening
1 Hour Ago
Try downgrading actions/checkout to v5 * goddamn github man
1 Hour Ago
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
1 Hour Ago
Deleted unsuded ghost ship population asset
1 Hour Ago
Cover the case where a modded server spawns deep sea entities outside of the deep sea Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
1 Hour Ago
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
1 Hour Ago
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
1 Hour Ago
Fixed various exceptions that happen during builds Add some null guards, skip compute kernel lookups when compute shaders are unsupported, move DeferredMeshDecal in apartment_large that was missing its renderer
1 Hour Ago
Security room greybox
1 Hour Ago
Gate navmesh save log and AI despawn log behind ai.logIssues
1 Hour Ago
Update GHA actions to version 6 for Linux and Windows Add trigger_portal_cleanser to entity override whitelist Fixed a crash with render.UpdateScreenEffectTexture Remove widgets.RenderMe and properties.GetHovered serverside * widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out Minor cleanups of various methods to match wiki and vice versa Prediction errors on arrays include array index for ints and floats Fixed a couple memory leaks with multicore rendering * Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane
1 Hour Ago
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
1 Hour Ago
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Rin
1 Hour Ago
Cherrypicking 168011, 168012
2 Hours Ago
Merge from Livestock_animals, fix extremely long AI tests
2 Hours Ago
Merge from main
2 Hours Ago
Have AI tests run at 4x speed, with same delta times, confirmed results are the same thanks to the deterministic mode, AI tests now down to 15min I also added a local guard that stops me from blowing past the 30min budget in the future
2 Hours Ago
pt_boat_rewrite -> client_controls
2 Hours Ago
main -> pt_boat_turret_rewrite
2 Hours Ago
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2 Hours Ago
Fix frankenstein pet not moving, it had no nav agent component
2 Hours Ago
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check
2 Hours Ago
Fix all milky and creamy teas + rich pies icons artifacting Fix new locked crate icon artifacting when zoomed out on the map
3 Hours Ago
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4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Added a menu item in Build/ to keep the build cache so we can do incremental builds
4 Hours Ago
Revert some files I didnt mean to commit
5 Hours Ago
Deep sea content is now loaded on demand when entering it - it has its own asset scene loaded/unloaded when crossing the portal - entities wait for their asset scene before spawning Saves around 260MB of RAM and 270MB of VRAM when out of the deep sea
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
merge fix_chainsawanim
5 Hours Ago
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6 Hours Ago
merge from misc_logging_cleanup 🧹
6 Hours Ago
Fix yaml issues in calf, calfmale and lamb prefabs
6 Hours Ago
rust 13th birthday cake - world model prefab updated - game model updated
6 Hours Ago
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6 Hours Ago
merge from ledgedrop_crouch_fix
6 Hours Ago
first pass on painting/tattoo stencils - stencils can be stamped onto the body as tattoos - stencils are in full RGB colour, tintable, and can be greyscaled
Today
merge from disable_tip_npcs
Today
rust 13th birthday cake - game model added - material added - prefabs setup - viewmodel setup
Today
Manifest
Today
adding extra chain joints
Today
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Merge from main