157,744 Commits over 4,536 Days - 1.45cph!

10 Minutes Ago
Fix medieval doors not counting as closed for base occlusion (they were prefab variants not straight skins)
19 Minutes Ago
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
60 Minutes Ago
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
1 Hour Ago
remove toggle option for neutral light, it's stuck on in rrp for now
1 Hour Ago
Big test description pass
1 Hour Ago
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
2 Hours Ago
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
2 Hours Ago
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
2 Hours Ago
merge from main
2 Hours Ago
TestLivestockHome cleanup
2 Hours Ago
fix water reflection probe funkiness when using the chippy arcade machine in RRP
2 Hours Ago
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2 Hours Ago
Added static prop versions of blue computer terminals. Added collision for Small Random Room J
3 Hours Ago
improved monument placement - 13s faster - split tier check out to early exit as a first check and water check to run at the end - let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
3 Hours Ago
merge from render_pipeline_testing (fixes)
3 Hours Ago
merge from main
3 Hours Ago
Milky Healing Tea 112 > 100 healing, currently cant have more than 100 pending health anyway
3 Hours Ago
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make - shaves another 22s off, which is ridiculous
3 Hours Ago
fix volumetric fog shadows not working in RRP
3 Hours Ago
optimize the flash beams too, they share the same shader as lasers.
3 Hours Ago
Excluded some benchmark tests from CI
3 Hours Ago
update from main
4 Hours Ago
Bugfix: avoid local client player being destroyed during scene switch also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
4 Hours Ago
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4 Hours Ago
merge from main
4 Hours Ago
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4 Hours Ago
Added an editor test to check the store doesnt use mp4 videos because looks like I can't check a video extension myself
4 Hours Ago
Fixed the contact images being too dark on RRP
4 Hours Ago
Halloween Wallpapers - texture updates
4 Hours Ago
Updated instrument dlc video (was mp4) Removed some old mp4 refs in prefabs
4 Hours Ago
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
5 Hours Ago
Merge from rust_render_pipeline
5 Hours Ago
Merge from main
5 Hours Ago
Fix garage doors blocking navmesh above them when closed
5 Hours Ago
Rebalance how much food livestock needs (stomped Jarry halving the amount with a previous fix)
5 Hours Ago
merge from critter_animals
5 Hours Ago
fix turtle error log - swimming NPCs no longer pause their navmeshagent, the agent is disabled but required on the prefab for other dependencies
5 Hours Ago
Fix pooling bugs causing crabs and jellyfish to often be invisible
5 Hours Ago
Fix dialogue for purchasing calves appearing to be successful with insufficient scrap
5 Hours Ago
Fixed cargoship lighting regression.
5 Hours Ago
Adult animals get two ropes like the horses Rope ends off camera Applied rope fixes to horses as well
5 Hours Ago
Blurhash
5 Hours Ago
Updated plague doctor store page media (video + one screenshot) Updated jungle pack store page video (was a mp4)
5 Hours Ago
Livestock vendor now says how much wool you need when you don't have enough wool to sell
5 Hours Ago
More halter meshes for calf and bull
6 Hours Ago
Updated lead interaction icon
6 Hours Ago
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
If doing the underwater labs mission in a team, activating a boombox counts towards team members objective progress if they are currently in the same underwater lab Change TerrainPath.FindClosest to use SqrMagnitude2D instead of Distance2D
Today
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
Today
Prevent wild livestock from dying from hunger etc