201,164 Commits over 4,171 Days - 2.01cph!

Just Now
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Just Now
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Just Now
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3 Minutes Ago
Merge from /main
4 Minutes Ago
Merge from ./vram_budget
5 Minutes Ago
Chandelier progress Prefab tweaks
6 Minutes Ago
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
5 Minutes Ago
Update: start on BasePlayer.ConnectedPlayersUpdate - Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling - Annotated potential loops to optimize/offload - Removed dead IsReceivingSnapshot check Tests: none, trivial changes
7 Minutes Ago
Merge from ./command_buffer_indirect
22 Minutes Ago
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34 Minutes Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
37 Minutes Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
41 Minutes Ago
lr300 animation update
1 Hour Ago
Properly break out of GetRules() if rules are null
1 Hour Ago
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
1 Hour Ago
merge from bc_viewmodel_fixes/frontier_hatchet
1 Hour Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
1 Hour Ago
Consolidate market price error handling
1 Hour Ago
Fixed some items showing as marketable locked when they shouldn't
1 Hour Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
2 Hours Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
2 Hours Ago
Update indirect instancing tools with new mesh r/w logic
2 Hours Ago
Connect modal: Ensure description is always cleared whilst we wait for the new one to arrive Add a spinner showing the description is still 'updating'
3 Hours Ago
String lights generation optimisations and refactoring Lights and batched mesh are culled Fixed changing graphics quality turning all string lights off
3 Hours Ago
Fix workbench tech trees in vanilla gamemode
3 Hours Ago
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread - main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization. Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
4 Hours Ago
Enable r/w on gib models
4 Hours Ago
Enable r/w on gib models
4 Hours Ago
Updated keycard animations, override controller and entity
4 Hours Ago
Fix server description not appearing on the very first server you click on after game launch
5 Hours Ago
Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
5 Hours Ago
Fix bug preventing the images from changing in subsequent calls
5 Hours Ago
Only update the loading screen image provided its been over a certain time period since you seen the last one
5 Hours Ago
handling demo scrubbing and timescale 0 for batched projectiles
5 Hours Ago
chansaw attack anims and anim controller updated
5 Hours Ago
Bug fixes with the texture prepare process
5 Hours Ago
Swap video player over to api mode and project to a texture. Camera render doesn't seem to want to play properly
6 Hours Ago
merge from modded_tag_fix
6 Hours Ago
merge from main
6 Hours Ago
Fix servers been incorrectly placed in the modded category when they should be in community
6 Hours Ago
merge from decor_lighting_dlc/wallcabinet
6 Hours Ago
Wall cabinet tweaks, added pickup volume
Today
merge from main
Today
merge from skinviewer_connect_fix
Today
merge from bc_trophy_disabling_fix
Today
merge from mode_fixes
Today
merge from tutorial_webm_fix
Today
merge from respawn_hide_cancel_button
Today
merge from battlefield_tag_overflow_fix
Today
Update VPhysics Changes IPhysicsObject interface - Added `virtual float GetBuoyancyRatio( void ) const = 0;` at the end. Adds PhysObj:GetBuoyancyRatio Lua function