195,774 Commits over 4,110 Days - 1.98cph!

Just Now
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
4 Minutes Ago
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7 Minutes Ago
hanging fish baked down salmon, trout and catfish reused pre-existing rope material setup up 3 prefabs with collision no lods yet.
17 Minutes Ago
Update: Hook in PacketProfiling for outgoing traffic Only tracks Rust packets. Tests: on Craggy in editor with runtime_profiling 2 and breakpoints
26 Minutes Ago
Merge: from main
29 Minutes Ago
apply biome fog to cloud layer
57 Minutes Ago
Weather profile stuff
1 Hour Ago
Merge from climate_volume_blending_fix
1 Hour Ago
Merge from main
1 Hour Ago
Compass animation update + adding camera movement
1 Hour Ago
Fixed an issue where the climate post process volumes would have their weight and dstWeight fields equal, but not weight for the volume itself. This should fix visual issues with dying underground and reconnecting underground
1 Hour Ago
latest batch of textured props for trawler ship
1 Hour Ago
Fixed owned items video fading issues when hovered
1 Hour Ago
add biome fog ambient saturation mult to weather presets
1 Hour Ago
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments - Also reduced cool down frames to 5 from 10 That's all NREs for monuments done, hopefully none in standalone as well Tests: played MonumentBenchmark in editor
1 Hour Ago
Ensured Demo message types is up to date with our current network list Thanks Daniel!
1 Hour Ago
main -> syncvar_demo_fix
1 Hour Ago
Better quit modal (dismisser and blurring) Better base page transitions Remove logs Make dismisser prefab
2 Hours Ago
updated collision and prefabs of arrowbucket c and small bullet container b
2 Hours Ago
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
3 Hours Ago
Compass skinning update and reasign bones in .viewmodel
3 Hours Ago
small bullet container B variant
3 Hours Ago
updated orientations of matresses added collision for each.
3 Hours Ago
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
3 Hours Ago
Update: MonumentBenchmark - clean up any left-over prefabs Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab. Tests: played MonumentBenchmark in editor
3 Hours Ago
missed settings
3 Hours Ago
Strip source generator depdencies from build
3 Hours 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
4 Hours Ago
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
4 Hours Ago
Refactored takeovers to be overridable by item grids Takeovers custom inspector
5 Hours Ago
lods for old single mattresses 1/2/3 updated prefabs (need to add collision) updated materials.
5 Hours Ago
Always show icon and text when looking at dropped item, regardless of the crosshair mode setting
5 Hours Ago
merge from patrol_heli_rideheight_increase
5 Hours Ago
merge from patrolheli_watercrash_fix
5 Hours Ago
merge from jungle_building_floor_fix
5 Hours Ago
merge from spoiled_produce_fixes
6 Hours Ago
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6 Hours Ago
merge from fridge_pickup_fix
6 Hours Ago
merge from parallel_validatemove.
6 Hours Ago
merge from horsepopulation_primitive_fix
6 Hours Ago
Restore horse popuplation convar on primitive gamemode
6 Hours Ago
Added Banana Bunch Prop Setup Banana Bunch Prop Prefab, LODS and Colliders Imported Banana Bunch Materials and Models
6 Hours Ago
Added support for rendering sphere and capsule spatial environment volumes on transparent objects
Today
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
Today
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.
Today
Fixed shader errors about missing implementations of vertInstancingSetup
Today
merge from naval update
Today
Merge from parent
Today
Merge from main
Today
merge from main