197,501 Commits over 4,110 Days - 2.00cph!

4 Minutes Ago
merge from fogmethod1
9 Minutes Ago
correct default max brightness
13 Minutes Ago
merge from indirect_instancing
15 Minutes Ago
smooth out abrupt fog/lighting change when going underground
19 Minutes Ago
Re-enabled instancing for the Nature/Cliff shaders
19 Minutes Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
1 Hour Ago
merge from fogmethod1
1 Hour Ago
Clean: Refactor free-slot searching logic Hope is to make it harder to mess up index calculation when writing more code of this style Tests: GamePhys unit tests + projectile consistency unit test
1 Hour Ago
Added extra sanity checks to projectile consistency testing
2 Hours Ago
Moved the storage monitor socket on the horizontal barrel to prevent placement error with hopper, also prevents them clipping into each other if you place hopper first.
2 Hours Ago
patrol_heli_revision_fixes -> main
2 Hours Ago
Fix strafe think NRE Remove logs
2 Hours Ago
Tests: GamePhysics.TraceRrays and TraceSpheres coverage Wasn't covered previously which led a bug slip in. But has already been fixed. Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
2 Hours Ago
Update connect modal design
2 Hours Ago
patrol_heli_revision_fixes -> main
2 Hours Ago
Fixed weird recursive patrol -> orbit state issues Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
3 Hours Ago
merge from main
3 Hours Ago
Added a button to reset the timescale to 1 in the Rust Editor window Also added a new menu item to open that window: Tools/Rust Editor
3 Hours Ago
added missing effects update on batched projectiles and retiring into the prefab pool
3 Hours Ago
Fixed argument mismatch on one of the auto turret tests
3 Hours Ago
clear static test field in pet-test teardown
4 Hours Ago
Codegen
4 Hours Ago
Resolved auto turret merge conflicts
4 Hours Ago
Clean: simplify previous bugfix Tests: ran the unit test
4 Hours Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
4 Hours Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
4 Hours Ago
▋▄▍▄▉ ▆▉▉▌▆ █▋▇▆▇▋▄▇▅ ▌▅▌▌▌▊▄▇ ▅▋▄▄ ▆▋▍▇▌▊ ▋▌▅▍▍▋▍▅ ██ ▋▍▋▍▌ ▄▊▍, ▍▆ ▅██▌ ▇▋ ▌▅▆▍█-▍▉▅▆█▄▍ ▅▄▌▋▅▉▉▆▄ ▄▅▆ ▄▍ ▇▉ █▇▇ ▆▉ ▅▍▌▌█▄ - ▌█▉▊█▍▋▋▌█ █▆▍▆▅▋▋▄ ▍▌ █▉▍▊ ▍ ▄▋▇▄▅ (▄▌ ▋█▋▋ ██▋▆▇ ▆▉▅▄▄█▍ ▇█) ▅▋▍▉ ▊▇█ ▍▋▇▆█-▋▋█▊▉█▉▇ ▆▇▆▊▉▆▄ ▋▉▌ ▊▌ ▍▊▍▆▍ ▅▋▇▇▉▊▇ ▄▌ ▉▋▋ █▉▍▇▍▆ ▌▉▆▍█▇▊▇▌▋▇ █▄▋ ▅▊▇▊▆ ▄▊ ▊▌ ▊▊▋▆▄▅ ▇▊█▄█▄▋ ▊▆▇▄▊<->▅▋▊▊█ █▍▉▋▅▆▅▌▉
4 Hours Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
5 Hours Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
6 Hours Ago
Dont try and flee to a monument if you're already inside one (improved)
Today
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
Today
updated the diy hammock from blockout to finalised mesh and textures
Today
merge from main (AutoTurret.Server conflicts)
Today
Store DLC tab wip
Today
Restored UIBackgroundBlur-IngameMenu mat
Today
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
Today
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
Use plane height for random restricted patrol size destinations and flee positions
Today
fixed abyss skin item def being null (wrong reference name)
Today
Fixed store overlay cart button styling when the pack is owned
Today
rebake CraggyIsland water and height maps - resolves "water holes"
Today
Store overlay pages auto cycling
Today
phrases
Today
merge from autoturret_optim (fixes)
Today
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
Today
merge from FrontierGate_Token
Today
merge from store-june-2025
Today
"View in inventory" button leads to the new item after opening a crate
Today
Merge: from main