139,571 Commits over 4,352 Days - 1.34cph!
added an alt version of the big button so they can be coloured.
easter wip wallpaper textures, icons
Wood tilable texture update
Kitchen Modular Kit updates
Add support for different entity ranges per entity
Internally the overworld now has three overlapping network group grids with different cell sizes
Players subscribe to all layers with different radii
Entities can be configured with a preference for which network layer to place them on
Icons are now processed through the backend instead of through the editor
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Collision fixes, cannot mount from non-open side, stop wheels from generating power in ocean and lakes
Update: add UniTask for evaluation
In simle case only has 1 alloc that's not pooled, same as FPTask - will try to solve it locally first
Tests: ran unit test
FIx isStopped incorrectly clearing path, path is cleared on disable instead
Hooked up needle LODS to calc. Invert calc and change axis to work with art.
merge from easter2026_dlc - bunny costume, rustige egg, 2 wallpapers
Fix potential nullref in SetDestination
Fix updateRotation not being used properly
Use private members instead of getters internally, to avoid unwanted redirection
Fixe Move not using correct navarea for raycast and sample
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
Fix set path earlying out incorrectly when called from SetDestination
Use cleaner getter for agent
Fix path follower ticking twice per frame in editor
hab altimeter
worldmodel lods, materials and textures
edited motor/pedal bikes ik hand/feet positions
Update: basic FPTask + dumb single task scheduler
This gives us 1 alloc/40bytes per task baseline, but with a bit of hacking I think can bring it to 0
Tests: ran unit test
set up salvaged axe skinnable and tested on workshop
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Updating mortar biped rig
Ensure added bones in NVGM scientist prefab are restored before pooling, fixes NRE when downed
progress on vpaint, facade set dressing
Added Salvaged Axe Workshop Source OBJ
Refactor of TerrainMeta and TerrainExtensions with swappable terrain/terrain renderer using ConVar or in editor view (WIP)
Changed keyword to _GEO_CLIPMAP and made shader feature
Added geoclip material to terrain config
Terrain mesh colliider with terrain holes functionality
Prevent path leaking when agent is destroyed
merge main -> rust_server_relay
Update: more research - looks like we do need our own task type
Tests: uni tests
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homing missile launcher, hmlmg, handmade smg, hcr, hunting bow, ice assault rifle, krieg shotgun, l96
Merge from cargo_player_boats
Rapido underwear fix attempt
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Add TriggerDestroyPlayerBoats.Activer servervar.
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Fixed tank top model clipping with swimsuit
merge from shield_idle_collider