195,749 Commits over 4,110 Days - 1.98cph!

10 Minutes Ago
missed settings
11 Minutes Ago
Strip source generator depdencies from build
19 Minutes Ago
Update: speed up MonumentBenchmark - 10 frames to cool down instead of 5s - bench 60 frames instead of 120 per vantage stage Cuts down from 35m to 4m50s. Tests: played the MonumentBenchmark scene in editor
54 Minutes Ago
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
1 Hour Ago
Refactored takeovers to be overridable by item grids Takeovers custom inspector
1 Hour Ago
lods for old single mattresses 1/2/3 updated prefabs (need to add collision) updated materials.
1 Hour Ago
Always show icon and text when looking at dropped item, regardless of the crosshair mode setting
2 Hours Ago
merge from patrol_heli_rideheight_increase
2 Hours Ago
merge from patrolheli_watercrash_fix
2 Hours Ago
merge from jungle_building_floor_fix
2 Hours Ago
merge from spoiled_produce_fixes
2 Hours Ago
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2 Hours Ago
merge from fridge_pickup_fix
2 Hours Ago
merge from parallel_validatemove.
2 Hours Ago
merge from horsepopulation_primitive_fix
3 Hours Ago
Restore horse popuplation convar on primitive gamemode
3 Hours Ago
Added Banana Bunch Prop Setup Banana Bunch Prop Prefab, LODS and Colliders Imported Banana Bunch Materials and Models
3 Hours Ago
Added support for rendering sphere and capsule spatial environment volumes on transparent objects
3 Hours Ago
Debug: Bring back player cache validation on release Saw on release env today that it did trip up twice and prevented issues, so there's still value in it. Tests: none, trivial change
3 Hours Ago
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
3 Hours Ago
Fixed shader errors about missing implementations of vertInstancingSetup
4 Hours Ago
merge from naval update
5 Hours Ago
Merge from parent
5 Hours Ago
Merge from main
5 Hours Ago
merge from main
5 Hours Ago
merge from main
5 Hours Ago
merge from main
Today
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Today
merge from roof_beams
Today
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Today
merge from wallpaper_frontier_floor_fix
Today
merge from jungle_update_improvements
Today
merge from bicycle_fuelstorage_fix
Today
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Today
merge from sapling_billboard_fix
Today
merge from wallpaper_fixes
Today
Turn off vine network position invoke when they are idle, removes 40% of network position ticks
Today
Experimenting with disabling syncPosition on vines that aren't in use
Use a proper trace for water level checks rather than arbirarily looking an ocean values
Today
Set the recently changed scrap heli and patrol heli gibs colliders to read/write
Today
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Hovering pack tiles starts playing a video
Today
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Stop bicycle showing fuel interaction prompt
Always ensure terrain pushback is off when starting a spinout
Missed files
Today
Fixed wallpaper line of sight issues for doorway, window, half and low walls