147,278 Commits over 4,444 Days - 1.38cph!

Just Now
Clean: refactor ConnectedPlayersUpdate into batched blocks Makes it easier to see at a glance where our time is spent in profiling snapshots Tests: ran around on craggy
9 Minutes Ago
Update Rust.CodeAnalyzer - bring back .editorconfig list as a secondary way of marking methods as non caching - fall back to allow tagging unity / third party methods that we can't easily add the attribute to, like GameObject.GetComponentsInChildren<T>(List<T>)
25 Minutes Ago
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27 Minutes Ago
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49 Minutes Ago
Add SatelliteRenderProxy to fake render the satellite model when it is out of draw distance. Remove lods from FX. Delete old satellite billboard prefab. (now contained in satellite itself)
1 Hour Ago
Merge from BDU_set_and_bowless_phys_impact_fix
1 Hour Ago
Remove some lods from satellite for now
1 Hour Ago
phys impacts sound fix
1 Hour Ago
Glass AR - split worldmodel FBX, fixed wm magazine LODs, added mag to viewmodel prefab for testing
1 Hour Ago
merge from inventory_playerquality
1 Hour Ago
Added ui.inventoryplayerquality to controls the quality of the player preview in the inventory. Set to 1 by default, matches what we had before the player model update Added it to the options menu, tied to the graphics presets too
1 Hour Ago
Add satellite.descent_angle to control entry angle. Push satellite origin further out x,z so it moves through the sky more horizontally.
2 Hours Ago
Added .gitattributes file for RRP repo
2 Hours Ago
wip, stage 1 now slowly moves through the sky at extreme distance (but rendered as a tiny, close billboard) before switching the stage 2 model display and crash to ground.
2 Hours Ago
Metas from main
2 Hours Ago
Converted debug pass line endings from CRLF to LF
2 Hours Ago
merge from attachment_charms
2 Hours Ago
Select attachment -> Select accessory
2 Hours Ago
Fixed all charms not rendering unless close to world origin (removed the culling components, unnecessary for viewmodel prefabs)
2 Hours Ago
Apply amount clamping in the vending machine purchase UI on value changed instead of end edit to match how it was before the ui refresh
2 Hours Ago
Fixed path warning when opening the charms picker
3 Hours Ago
Fixed charms picker background dismisser not closing the dialog
3 Hours Ago
Fix 4 pool leaks that got flagged
3 Hours Ago
Move the attribute to Facepunch.System so it can be used in more places Apply it to 42 more suitable methods across the project
3 Hours Ago
apartment wing prefab - all sentries placed
3 Hours Ago
Merge from main
3 Hours Ago
Merge from 2stage
3 Hours Ago
Added bloom clamp, diffusion, and dirt texture for the RRP bloom
4 Hours Ago
Fix null texture warning when switching between AO apply options
4 Hours Ago
monument blocker - vent -- adding collision for every stage
4 Hours Ago
merge from main
5 Hours Ago
Fix motionvectors in AO apply pass Fix temporal blending issues
6 Hours Ago
Fixed VM stats not working on rentable shops
Today
Various cleanup
Today
Cleanup
Today
Fixed not being able to buy things from rentable shops due to distance hecks
Today
Add signage.adminscanalwaysupdatesigns replicated convar, controls the previously hardcoded behaviour of admins always being able to modify signs regardless of locks, build status, etc (made testing permisisons harder) Fixed the sign attached to rentable shops being editable when the shop is closed Fixed the sign attached to rentable shops being editable after using the randomise shop owner convar
- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid - Improve how powergrid IO access points were handling changes in available power - Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
Today
Merge from PlayerRigUpdate2 (snowmobile/bike reaction layer refactor, no player facing changes)
Today
Delete PlayerModelReactionEnded state machine component
Today
Remove React layer from player animator, now handled entirely by sub systems Remove 3 associated parameters
Today
Merge from react_layer
Today
Fixed pelvis movement on low react weights
Today
Call BaseEntity.Query.Server.Remove() earlier inside DoServerDestroy so if it does throw an NRE later in OnServerDestroy it's still removed from the lookup grid
Today
Fix BaseEntity.Query not checking if the entity is null / destroyed (to prevent entities that fail to be destroyed from breaking queries)
Today
Merge from parent
Today
Merge from voice_delay_fix_attempt_2
Today
Flip around the position and data increment
Today
Merge from main
Today
Remove client.SetPlayerSeed convar (duplicate of client.playerseed command)