135,146 Commits over 4,293 Days - 1.31cph!

17 Minutes Ago
added params for default tiling and offset for shutters
21 Minutes Ago
correct Y offset values for shutter frames
25 Minutes Ago
lightup frame scripts integration
37 Minutes Ago
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
1 Hour Ago
fix inventory of scrap frames
1 Hour Ago
set goldframe large slots back to 1
1 Hour Ago
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
1 Hour Ago
Clean: dead code removal Tests: none, trivial change
1 Hour Ago
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
1 Hour Ago
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
2 Hours Ago
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
2 Hours Ago
RHIB Scientists now use LR300s - not MP5s
2 Hours Ago
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
2 Hours Ago
RHIB Scientists can attack players at a way higher range 30 -> 70
3 Hours Ago
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
3 Hours Ago
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
3 Hours Ago
Picture frames - fixed text box clipping with mesh on medium ornate frame
3 Hours Ago
main -> boatai_balancing_changes
3 Hours Ago
tanky_ai_load_fix
3 Hours Ago
Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists Remove clear target log
3 Hours Ago
adding more gesture anims for v4 update
3 Hours Ago
Update: OcclusionGroupTests - clear global Occludees hashset on every test start old logic leaks were polluting tests, making it more annoying to validate unit tests Tests: ran unit tests
3 Hours Ago
Bugfix: OcclusionGroups - new logic will cleanup non-local groups from itself if there's no connected player there This fixes how 2 sleepers interact with each other, and lets us reduce the size of groups overall Tests: ran unit tests, 4/226 fail
3 Hours Ago
Picture frames - fixed stretched textures in paintable area of standing frames, updated variants with photo capability
3 Hours Ago
Tests: OcclusionGroupTests - add validation that all groups have been cleaned up at the end of the test - some old logic based tests are failing this, so plugged it with a warning Tests: ran all unit tests, 8/226 fails
4 Hours Ago
meds box art
4 Hours Ago
IOEnt fixes, fix lightup frame flag issue, add visibility var for simplelights to pass through parent entity
4 Hours Ago
Tests: OcclusionGroupTest - disable assertions for known issues with old logic tests - Emitting "Skipping Assert for a known bug!" warnings for those instead Old occlusion grouping logic does not support moving sleepers at all. Also, seems to be failing to clean-up global occlusion groups tracking properly. Tests: ran all unit tests, 8/226 fail (only new logic that I've yet to fix)
4 Hours Ago
- Removed the Shadows section from the Graphics Settings menu - Added the Shadow Quality option to the Graphics Quality section of the graphics menu - Set up the Shadow Quality setting for each graphics preset
4 Hours Ago
Added grass shadows as part of the shadow quality presets and removed them from the World section of the graphics menu
5 Hours Ago
merge from main, shader fix
5 Hours Ago
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
5 Hours Ago
adding v4 rps gesture anims to source
5 Hours Ago
merge from main
5 Hours Ago
Updated model and textures for stone component box
5 Hours Ago
wood box matrix dressing and lods, prefab updated, icon updated, item updated, localization updated.
5 Hours Ago
- Updated the shadow settings to be set directly via the UI_SettingsTweakShadowPreset when the graphicssettings.shadowqualitypreset ConVar changes. - Made shadow related ConVars, other than the graphicssettings.shadowqualitypreset, developer only, as these should now only be set via the shadow quality presets. - Updated the presvious graphics.shadowquality ConVar name to graphics.shadowfilteringquality, as it controls the PCSS filtering quality of the shadows rather than the overall quality.
6 Hours Ago
Tests: OcclusionGroupTests - update expectations of all tests around newLogic and Asleep players This is currently catching a bug, so will need to fix later, after I sort the oldLogic failures next Tests: ran all unit tests, 22/226 failing
Today
fixed crickets ambience list to work with specific times
Today
Bugfix: OcclusionGroupTests - hookup serverMgr to Network.Server - clarified expectatios for TestVisibilityNear, will need to do more of it for sleepers They were unlinked, sso player's weren't fully transitioning to the sleeper state (no subscriber, no connection), letting more tests pass than expected Tests: ran unit tests, 23/226 fails, old logic started to fail as well
Today
Picture frames - fixed shutter materials for scrap frames
Today
Tests: OcclusionGroupTests - Asleep players are now disconnected-asleep (no subscriber, no connection) Tests: ran unit tests, this fails 11/226 cases, all on new logic side
Today
Tests: OcclusionGroupTests - new TestVisibilityAfterMovingToOutside (32) All simple cases covered, except for using actual sleepers. Next change will likely break a bunch of tests Tests: ran unit tests
Today
merge from SKS_worldlodsupdate (140946)
Today
Debug drawing
Today
wood box prefabs updated
Today
wood box corpse
Today
wood box lods and gibs
Today
Merge from naval_update
Today
merge from main