134,722 Commits over 4,293 Days - 1.31cph!

6 Hours Ago
Changed console command from printstring to fillInventory. Can now enter a category name to fill your inventory with items from that specific category. If you want random items type random instead of of a category name. I'll be refactoring this code to make this more performative and scale better.
Yesterday
paintable reactive target paint setup, set bucket outside to be fully paintable, tweaked resolution, re-set up the special paintable mesh and collision
Yesterday
RRP water rendering progress
Yesterday
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
Yesterday
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
Yesterday
paintable fixes (???) to paintable reactive target
Yesterday
metal box prefab setup, lods, gibs. manifest
Yesterday
Various above surface tropical water improvements. Tropical post tweaks and deep blue amp test.
Yesterday
Fixed a typp in UGC uploader (+ some translations) Added texture name to ShaderAPIDX8::CreateD3DTexture warning Merge some func_tracktrain changes from P2/CSGO * Allow Roll spawnflag * hack to avoid gimble lock * SF_CORNER_TELEPORT interpolation change * Dead end path change * Added missing spawnflag (4), updated description of "HL1 train" spawnflag Lets try turning "gamemode is nil" crashes into Lua errors * Seems to not crash on its own, and is slightly better/debuggable user experience Add likely fail reason to ShaderAPIDX8::CreateD3DTexture warnings * It's 1x1 DXT5 textures in my experience, so we test for that
Yesterday
Fixed puddle splat issue.
Yesterday
Fixed autospawn issues on island 1.
Yesterday
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
Yesterday
Flicker fix for ruins.
Yesterday
Optimized LOD3 tools box further
Yesterday
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later). Make waterinfo blittable.
Yesterday
fixed name and description on construction on frameless canvasses, another attempt at setting up sign paintable on reactive target (failed)
Yesterday
merge from main
Yesterday
temp fix to reactive target, set up like frame so paintable works
Yesterday
Picture Frames - Added XL and XXL variant models of light up frame, tileable cardboard material
Yesterday
Added another deploy volume to block small ramp being deployable through walls and stairs
Yesterday
prefab tweaks
2 Days Ago
PaintballOveralls Icon
2 Days Ago
Paintball Overalls viewmodel clothing
2 Days Ago
Fix skip domain reload
2 Days Ago
Paintable Reactive Target - Slightly corrected UV2 on all models, changed paintable script in prefab (still not working but setup in a more correct way)
2 Days Ago
Merge: from playerinventory_oncycle_optim - Optim: iterate over cached items with OnCycle callback (instead of searching for them every time). Tests: ran unit tests
2 Days Ago
Optim: ItemContainer.OnCycle now uses cached list of items with a callback - added a perf test of 300 containers with ~10% items with OnCycle callback Goes from 0.179 ms down to 0.074ms(-58%) for 300 player inventories. Real world server's invoke times are 0.97ms for 171 inventories, so might need to move it out of invokes later. Tests: ran unit test
2 Days Ago
boatai_targeting_bugs -> main
2 Days Ago
Fix various Boat AI Targeting bugs including: - Boats not properly capturing targets whilst on boats/other things - Boats not properly releasing targets whilst sleeping/no players nearby - Boats not engaging with targets in certain circumstances - Not releasing a target if that target went to the deepsea whilst being targetting in the main world
2 Days Ago
Texture tweaks, wrench markings, flipped one of the wrenches for proper UV orientation
2 Days Ago
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2 Days Ago
Paintable Reactive Target - Split materials, updated textures, updated models, added wind shader support, added translucency
2 Days Ago
merge from main
2 Days Ago
fix handmade shell not having subtype for ammo indicators
2 Days Ago
Tests: add ItemContainer.TestOnCycle test Tests: ran unit tests
2 Days Ago
Fixed an oversize gib in explosives box
2 Days Ago
Paintball overalls - Models/prefabs/materials/world models
2 Days Ago
Added support for 2 toggleable decal layers on the standard shader as shader features, meaning we no longer need the StandardWithDecal and StandardWithTwoDecal shaders
2 Days Ago
3p wallpaper anims edited
2 Days Ago
Optimize npc door opening logic, could save up to 0.1ms in best case. Also fixes bugs where doors wouldn't open, or too late.
2 Days Ago
S2P both oil rigs Codegen
2 Days Ago
merge from naval_update keep source on the oilrig scenes
2 Days Ago
Made various auth commands work with boats / steering wheel such as ent auth, authcount, teleport2autheditem Fixed various inconsistencies, all of them should now work with all types of auth as youd expect Fixed entcount only working with steamid and not names Codegen
2 Days Ago
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
2 Days Ago
Merge: from useplayertasks_removegroupoccludee_nre - Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling - Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
2 Days Ago
Bugfix: when player disconnects, ensure we destroy relevant occlusion groups - destroy local group if no local participants present - remove destroyed participant from other occlusion group member's groups Tests: 2p on Craggy in different cells - get 2nd player to disconnect, then kill sleepers. 1st player walks into the cell - no more NREs. Ran usual occlusion checks (fly away and back, hide behind terrain)
2 Days Ago
Update navigation obstacles (s2p) in launch site
2 Days Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
2 Days Ago
Fix NRE
2 Days Ago
autoturret_improvements -> main