201,062 Commits over 4,171 Days - 2.01cph!

10 Minutes Ago
Fixed game view indirect lighting when in prefab mode
32 Minutes Ago
Fixed ceiling fluorescent light collision issues
43 Minutes Ago
Added pipeline textures that get set during the Setup pass. This makes Deferred Indirect Lighting work correctly in the new render pipeline
1 Hour Ago
Hanging fluorescent light setup Added TransformLineRenderer for the cables
1 Hour Ago
Server compile fix
1 Hour Ago
Scientist RHIB texture and model update
1 Hour Ago
Re-enable Read/Write for collision meshes only
1 Hour Ago
Re-enable Read/Write for collision meshes only
1 Hour Ago
Fixed the lighting and shadow issues when using the Rust.RenderPipeline
1 Hour Ago
added editor-only debug convar to just spin mouse at a set speed on x-axis
2 Hours Ago
PT Boat update
2 Hours Ago
Fluorescent light prefab setup, deploy volumes, colliders, io etc
2 Hours Ago
merge from storeitem_phrase for todays skin upload
3 Hours Ago
Spotlight collider tweaks, added a large interaction collider
3 Hours Ago
minor code cleanup
3 Hours Ago
Electric table light prefab minor cleanup
3 Hours Ago
Added working compass to the new RHIB
3 Hours Ago
Update: Test.ServerOcclusion - rewrite perf tests - Also added ParallelJob perf test covering recent Shows that 1k pairs case goes from 2ms to 0.2ms with ParallelJob - hoping it'll carry over to live env. Tests: ran the perf tests
3 Hours Ago
Fix max health display applying modifiers twice on the client.
4 Hours Ago
Fixed advanced christmas lights spawning disabled bulbs
4 Hours Ago
added new mesh for charity plushie 01 set up new prefabs for the new plushie updated textures and materials and set up new material for plushie sash
4 Hours Ago
Fixed the propellers not rotating with movement speed
4 Hours Ago
▊▊▉▊ █▋▌▊ ▍▌▊ ▌█▆▉ ▄▊▉▍█▅ ▊▍ ▍▇▍▆▇▍ ▅▍▅▄ ▆▅▋ ▍▋█▋ ▅▊ ▄▆▆▅▌▆ ▆▆▉▋▌ ▍▅▍▊ ▉▇██▉▊ ▋▌█▌▅▄▋ ▄▌▅▆▇▉ ▊▊▋▆ ▅▄▄▊▊▆▇ ▄ ▅▆▄██▍ ▆▊▍▇ ▇▌▇ ▋▅▉▆▊▉▉ ▊▊▆▍▌▅▇ ▇█▍▅▊ ▄▋▄▌▊▊█▅▍▋ ▉ ▇▇▌▌
4 Hours Ago
Add Waterworld to the scene loader
4 Hours Ago
Update: Test.ServerOcclusion - update stale cases with new ones This was much more painful than expected. Need to update the perf test next Tests: ran the unit tests
5 Hours Ago
Fix changelog panel looking wrong when first opening it Fix changelog button remaining toggled on if closing the inventory menu whilst changelog panel is open
5 Hours Ago
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
5 Hours Ago
constraint editor on by default
5 Hours Ago
moved constraint editor to handles, re-used Unity's angular joint handles
6 Hours Ago
More farm set dressing WIP
Today
viewmodel medical syringe - Fixed sound being mistimed when used on wounded player
Today
Blockout farm entrance kiosk WIP
Today
Bugfix: replacing old occlusion cache to unblock unit tests All expect-true tests are currently failing - need updating the query locations Tests: ran the Server Occlusion tests
Today
Update: batched OcclusionLineOfSight now handles sending updates internally (like serial) - driven by OcclusionLineOfSightNoBroadcast - this thing we can test Don't like this encapsulation, but it should prevent issues like missing foundPairs. Tests: none, trivial change
Today
Scientist hit reacts and death prototype animations
Move field to server only
Today
Renamed all lights in the pack to match the other IO items
Today
Make sure to reset spotlight spring values on destroy
Today
Spotlight: tweaked IO, deploy volumes and colliders Changed the guide mesh
Today
Fixed skin viewer quality changing based on the texture quality setting Only works for the store for now, as these are the only readable skin textures
Today
Christmas light setup following string light spawning changes Bulbs are poolable
Today
String lights can spawn multiple prefabs, picked randomly Batching works with different prefabs and submeshes Spawned point lights are poolable
Fix compile error
Show error toast if we fail to change a skin because a player is sitting in the skinnable item
Today
Make ReportPlayer and ReportBug prefab paths lowercase to avoid transforming it at runtime
Today
Enable read/write on backdrop and road_tunnel meshes
Today
merge from main - RC
Today
Added new commands to studiomdl.exe $maxverts, $phyname, $internalname, $qcassert, $lcaseallsequences, $defaultfadein, $defaultfadeout More StudioMDL.exe commands Added $appendsource, $redefineattachment Added $skinnedLODs for StudioMDL Update StudioMDL usage info when given no parameters Added previously unmentioned command line options, dump supported .qc command list. StudioMdl metadata & icon VRAD: Added `-SunSamplesAreaLight` (Community Contribution) HLMV improvements Fixed crashes when doing stuff without a model selected When a material is missing, include the missing material name in "VMTs loaded" section HLMV: Fixed extremely slow screenshot performance * Images are now saved as .bmp instead of .tga More HLMV crash fixes with no model HLMV: Change Shader display to a read only text entry HLMV: Display selected material in a text box so it can be copied
Today
Don't allow unloading the props asset scenes used by custom maps because some prefabs are needed at runtime via WorldGrid
Today
▄▄▉▋▌ ▉▉█▆ ▄▄▅▇