197,501 Commits over 4,110 Days - 2.00cph!
correct default max brightness
merge from indirect_instancing
smooth out abrupt fog/lighting change when going underground
Re-enabled instancing for the Nature/Cliff shaders
- 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
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
Added extra sanity checks to projectile consistency testing
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.
patrol_heli_revision_fixes -> main
Fix strafe think NRE
Remove logs
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
Update connect modal design
patrol_heli_revision_fixes -> main
Fixed weird recursive patrol -> orbit state issues
Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
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
added missing effects update on batched projectiles and retiring into the prefab pool
Fixed argument mismatch on one of the auto turret tests
clear static test field in pet-test teardown
Resolved auto turret merge conflicts
Clean: simplify previous bugfix
Tests: ran the unit test
Update: Projectile.TestConsistency now checks for number of phys commands issued
Tests: unit test passes
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result
Tests: consistency unit test now passes
▋▄▍▄▉ ▆▉▉▌▆ █▋▇▆▇▋▄▇▅ ▌▅▌▌▌▊▄▇ ▅▋▄▄ ▆▋▍▇▌▊ ▋▌▅▍▍▋▍▅ ██ ▋▍▋▍▌ ▄▊▍, ▍▆ ▅██▌ ▇▋ ▌▅▆▍█-▍▉▅▆█▄▍ ▅▄▌▋▅▉▉▆▄ ▄▅▆ ▄▍ ▇▉ █▇▇ ▆▉ ▅▍▌▌█▄
- ▌█▉▊█▍▋▋▌█ █▆▍▆▅▋▋▄ ▍▌ █▉▍▊ ▍ ▄▋▇▄▅ (▄▌ ▋█▋▋ ██▋▆▇ ▆▉▅▄▄█▍ ▇█) ▅▋▍▉ ▊▇█ ▍▋▇▆█-▋▋█▊▉█▉▇ ▆▇▆▊▉▆▄ ▋▉▌ ▊▌ ▍▊▍▆▍ ▅▋▇▇▉▊▇ ▄▌ ▉▋▋ █▉▍▇▍▆ ▌▉▆▍█▇▊▇▌▋▇ █▄▋ ▅▊▇▊▆ ▄▊ ▊▌ ▊▊▋▆▄▅ ▇▊█▄█▄▋ ▊▆▇▄▊<->▅▋▊▊█ █▍▉▋▅▆▅▌▉
Bugfix: TestProjectileEntity now works in C+S
Tests: ran the previously failing unit test
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
Dont try and flee to a monument if you're already inside one (improved)
- 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
updated the diy hammock from blockout to finalised mesh and textures
merge from main (AutoTurret.Server conflicts)
Restored UIBackgroundBlur-IngameMenu mat
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)
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
fixed abyss skin item def being null (wrong reference name)
Fixed store overlay cart button styling when the pack is owned
rebake CraggyIsland water and height maps - resolves "water holes"
Store overlay pages auto cycling
merge from autoturret_optim (fixes)
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.
merge from FrontierGate_Token
merge from store-june-2025
"View in inventory" button leads to the new item after opening a crate