128,153 Commits over 4,201 Days - 1.27cph!

Yesterday
Merge from naval_update
Yesterday
ocean tropical shore stuff
Yesterday
Tropical palm LODs slightly extended because the islands are small and we can afford it. Nudged trumpet tree canopy alpha clip a small fraction denser.
Yesterday
merge from painting_colourpicker
Yesterday
Final'ish.
Yesterday
Undergrowth material tweaks.
Yesterday
Tropical variant of Strangler
Yesterday
Change favourite colour convars to a single CSV convar, improve UI with buttons for dynamic sizing
Yesterday
Profile the shit out of everything
Yesterday
merge from optimize_auth_list -> main
Yesterday
Make a warning editor only to avoid tanking fps
Yesterday
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Yesterday
Merge from parent
Yesterday
merge from optimize_findbyid -> main
Yesterday
Yesterday
Final'ish spawn tables.
Yesterday
Added 2 new parameters to PortalRefract shader * $PortalColorGradientDark and $PortalColorGradientLight Added 2 new params to SpriteCard shader * $AimAtCamera, $OrientationMatrix ($Orientation 2) * $Orientation now supports modes 3 and 4 Ship a fixed version of `materials\nature\rockwall021b.vmt` dod_control_point placeholder entity
Yesterday
merge from naval_update -> deep_sea
Yesterday
Replaced mesh cull with rendererLOD on casino barge decks
Yesterday
Casino baked LODs
Yesterday
floating city 4 latest
Yesterday
Merge from boat_building
Yesterday
merge from fix_boat_drift -> naval_update
Yesterday
Add parenting to NPCSpawner and set it up for ghostships
Yesterday
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
Yesterday
Fixed deep sea marker not extending to the end of the screen
Yesterday
RPG7 - viewmodel and texture update
Yesterday
Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
Yesterday
Fix players nearby being teleported into the water below when a boat is purchased at fishing village For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius S2P fishing villages
Yesterday
merge from ui_overhead_optims
Yesterday
Fix compile error
Yesterday
Fix scientists walking through the container on ghostship_d
Yesterday
Single 50cal anim update
Yesterday
Add large vehicle colliders to the outside of boat building area to prevent other boats entering when in edit mode. Extra safety check for parent when destroying blocks/deployables in BBS menu option.
Yesterday
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
Yesterday
Fixed another issue with boat items not being placeable in certain situations. Added option to Area/Sphere checks to ignore the forced large vehicle vicinity check.
Yesterday
Merge: from main
Yesterday
Casino remaining LODs CH47 static variant prefab Casino prefab fixes
Yesterday
LoadingScreen toggles its soft mask
Yesterday
DeathScreen toggles its canvas too
Yesterday
exported latest rpg skin anims and rig
Yesterday
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
Yesterday
Buildfix: add missing namespace using Tests: none, trivial change
Yesterday
Merge: from analytics_track_menu_times - Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups - Skip sending lag spikes and gc counts if there were none during performance logging tick Tests: observerd client_perf analytics ticks in editor with debug code
Yesterday
Clean: remove unused namespace using Tests: none, trivial change
Yesterday
Add bulk texture importing, to quickly load a skin within the workshop scene
Yesterday
Clean: remove debug logging Tests: compiles in editor
Yesterday
Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks Tests: observed couple client_perf ticks in editor
Yesterday
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
Yesterday
Fixed soft masks still wasting time masking when their root canvas is toggled