200,974 Commits over 4,171 Days - 2.01cph!

Just Now
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
Just Now
Add generic method to iterate over a list with a set budget
29 Minutes Ago
Added container shells for farm area + LODs
33 Minutes Ago
Update: moving occlusion notification logic to it's own utility func Realized I'll need it for the task-enabled SendNetworkPositions Tests: none, trivial change
39 Minutes Ago
Merge from fogmethod1: - Use old weather chance odds. - Fixed fog having a wind value. - Fixed overcast & rainheavy having too high a wind value. - Slightly cooled the jungle haze color.
43 Minutes Ago
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44 Minutes Ago
Overcast wind 0.75 > 0.4
46 Minutes Ago
Toned jungle yellowing (anti-blue) down 4%
52 Minutes Ago
Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper
57 Minutes Ago
Fixed foggy weather having wind.
1 Hour Ago
Update: change OcclusionLineOfSight interface to use (int, int) instead if deconstructed pairs - Also fixed invalid allocator use for a native list - TempJob was wastefull In the middle of writing SendNetworkPositions, and realized previous interface could be error prone Tests: none, trivial change
1 Hour Ago
Old weather odds.
1 Hour Ago
Merge from main
1 Hour Ago
Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes
1 Hour Ago
merge back fix for static field code gen.
1 Hour Ago
Wait for a domain reload before generating code to make sure all fields are reset.
2 Hours Ago
update to pilot rig cinematic
2 Hours Ago
Updating deploy anim to fix shoulder issues
2 Hours Ago
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2 Hours Ago
session_text_fix -> new_menu2
2 Hours Ago
Prevent header image from stretching in the session page
2 Hours Ago
Ensure server title and logo changes properly on the session page
2 Hours Ago
switched to just use cutout texture on bulbs
3 Hours Ago
Update: starting work on batched BasePlayer.NetworkPositionTick Doesn't do any batching/tasks yet, just preliminary clean of non-player logic. Goal is to batch underlying server occlusion Tests: 2p session on craggy with UsePlayerUpdateJobs 2
3 Hours Ago
Fixing cinematic pilot suit skinning
3 Hours Ago
merge from ambient_lighting_fixes
3 Hours Ago
server_image_size_fix -> new_menu2
3 Hours Ago
Ensure Server Image retains aspect ratio a bit better (no more cover fill) - should prevent parts of server images from being cut off or obscured
3 Hours Ago
Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP
3 Hours Ago
fixed frontier hatched vm to use viewmodel camera - moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
3 Hours Ago
updated m4 override controller/ entity and edited spas shotgun entity with 0 values on entity and weapon root
3 Hours Ago
3p db shotgun reload sfx anim event
4 Hours Ago
Added Tree and Deployed layers to horse grounded mask Fixes horses ragdolling on planters and dead logs
4 Hours Ago
Updated the Rust.RenderPipeline package to add support for custom render passes
4 Hours Ago
main -> new_menu2
4 Hours Ago
fix_shockbyte_button -> main (changes were stomped)
4 Hours Ago
Remove extra logs
4 Hours Ago
Fix shockbyte button again
4 Hours Ago
renaming anims
4 Hours Ago
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4 Hours Ago
Update: Refactor FinalizeTickParallel to isolate ApplyChanges logic Should help with profiling, and sets up for batched BasePlayer.NetworkPositionTick Tests: local 2 palyer session on craggy with UsePlayerUpdateJobs 1 and 2
4 Hours Ago
Fixed store search using empty takeover names instead of GetItemName
4 Hours Ago
manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
4 Hours Ago
merge from main
4 Hours Ago
WIP test stuff
5 Hours Ago
Fix build error due to InstanceHandleList
5 Hours Ago
Reset meshes to their state in /main
5 Hours Ago
Reset meshes to their state in /main
5 Hours Ago
Bugfix: ensure we update player eyes before we kick off various jobs Previously this would cause cached state to have stale eye positions. Tests: none, trivial change
Today
Remove unused baker prefab