161,375 Commits over 4,597 Days - 1.46cph!

13 Minutes Ago
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18 Minutes Ago
Update: use a whitelist to reduce the amount of rogue assets that make it into server ContentDir builds Shrinks builds from 16.5GB to 9.1GB (44k -> 32k assets) Tests: ran build
18 Minutes Ago
Simpler fix for the lighthouse crate spawning inside the ground, S2P lighthouse
20 Minutes Ago
Removed unused shaders and removed the GrabPass from the optimized blur shader
31 Minutes Ago
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33 Minutes Ago
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37 Minutes Ago
merge from main
45 Minutes Ago
Removed all BiRP only subshaders that previously handled GrabPasses
47 Minutes Ago
added seagull head trophy to huntingtrophy small prefab. Added a head dispense to the seagull corpse prefab.
52 Minutes Ago
Clear unused reloadSounds array Fix not always using intended automatic fire rate whilst placed in a turret
53 Minutes Ago
fix tattoo file storage after merge from main
55 Minutes Ago
Restore alien costume sitem meta guid, changed in 167536 making it uncraftable
55 Minutes Ago
Add pause between being allowed to rename after petting livestock to prevent accidental double taps starting a rename
55 Minutes Ago
Removed parts of the TOD system that are no longer needed in RRP
57 Minutes Ago
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1 Hour Ago
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1 Hour Ago
exported tattoo gun vm anims and linked textures to rig
1 Hour Ago
let FSM graph debug selected client entities in the inspector (just find the server entity from the client one)
1 Hour Ago
Removed stray terrain tile from compound prefab. Softened splat blend slightly to improve transition in arid areas. Repainted blend to fall within radius/fade. S2P. Tested in proc map.
1 Hour Ago
Merge from main
1 Hour Ago
Fix NRE in Rust+ CameraInput when the target camera was destroyed
1 Hour Ago
update (added stand)
1 Hour Ago
- Removed more old image effects - Updated scenes and prefabs to remove old missing components
1 Hour Ago
merge from main
1 Hour Ago
Moved info and net into small icon buttons next to the console tab, matching the store's sub buttons - Green when open, tooltip on hover - Removed the main menu mask from them so the icons show the first time F1 opens - Graph dot size is now a setting, smaller dot in the f8 widget
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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2 Hours Ago
Updating branch; merge from main
2 Hours Ago
Fixed brown crate spawning inside the floor when lighthouse hasnt been repaired. S2P Lighthouse
3 Hours Ago
merge from main
3 Hours Ago
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up. Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
3 Hours Ago
merge from stencil_changes
3 Hours Ago
expanded tattoo ink colours
3 Hours Ago
Merge from main
3 Hours Ago
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
3 Hours Ago
Merge from indirect_instancing/stable
3 Hours Ago
Procedural caves 7 - removes the old cave monument prefabs
3 Hours Ago
Procedural caves 6 - cave well prefabs from procedural_caves
3 Hours Ago
Procedural caves 5 - cave_entrance_c prefab in bundled caves
3 Hours Ago
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
3 Hours Ago
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
4 Hours Ago
Procedural caves 4 - procedural entrance a scene and prefab
4 Hours Ago
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
4 Hours Ago
Procedural caves 4 - procedural entrance b scene and prefab
4 Hours Ago
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
4 Hours Ago
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
4 Hours Ago
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
4 Hours Ago
- Removed the old binocular overlay material and shader - Removed the amplify occlusion scripts - Removed missing scripts from various prefabs and scenes