138,619 Commits over 4,324 Days - 1.34cph!

35 Minutes Ago
merge from deepsea_fixes
36 Minutes Ago
Compile fix
38 Minutes Ago
merge from deepsea_fixes
39 Minutes Ago
Make sure you aren't teleported back OOB when coming back from the deep sea Fixes boat exploding when exiting the deep sea near the edge of the map
49 Minutes Ago
Force the player model to play the deploy animation when switching between entities that use planners
58 Minutes Ago
Restore the models I deleted from main that are still used in that branch
58 Minutes Ago
Added BBQ
1 Hour Ago
Updated held positions for all guitars + bass
1 Hour Ago
merge from main
1 Hour Ago
Removed animator from sks
1 Hour Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
1 Hour Ago
Terrain mesh collision cells wip
1 Hour Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
2 Hours Ago
Merge from tunnet_netgroup_fix
2 Hours Ago
Compile fix
2 Hours Ago
merge from main
2 Hours Ago
Added two console commands ClearContainer and ClearContainer_radius
2 Hours Ago
Merge from main
3 Hours Ago
Automatically generate help text for convars with args that don't have help text in the attribute
3 Hours Ago
Fixed disable world prefabs pref not disabling for all paths
5 Hours Ago
merge from deepsea_fixes
5 Hours Ago
Added some logs to help solve the mystery of the missing deep sea portal
5 Hours Ago
merge from main
5 Hours Ago
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5 Hours Ago
Add RendererBatch to box conditional contents
6 Hours Ago
Collision, gibs, prefab setup
6 Hours Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
Today
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
Today
Merge: from main
Today
Add a temp hack for missing surface.GetScissorRect Add some invalid handle checks to shadow rendering Remove that unused code Potential micro optimization for trace filter tables Fix MSurf_MaterialSortID check being to aggressive perhaps Minor cleanup Fix last map not loading correctly if it's an addon map
Today
merge from main
Today
Fix ghostship d still spawning 100% of the crates when the deep sea opens
Apartment complex b progress
Today
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Today
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
Today
Moved drop controller and hero modals warmup to the home tab warmup
Today
Alternative fix for MSurf_MaterialSortID issue
Today
merge from indirect_instancing
Today
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
Today
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
Today
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Today
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
Today
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
Today
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Today
Maybe this time it will work
Today
exported minicopter 3p idle anims and edited left hand ik target in entity
Today
Probably fix Linux dedicated server build
Today
Fix MSurf_MaterialSortID check being to aggressive perhaps * Doesn't happen to me, so cant test if this actually fixes the issue
Today
merge from boxes_dlc