135,157 Commits over 4,293 Days - 1.31cph!

11 Minutes Ago
Deleted floating props from Floating City 4, ran S2P
33 Minutes Ago
Requests for what missions are valid on the server are now run on a work queue
50 Minutes Ago
Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
59 Minutes Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
1 Hour Ago
frame Y values on shutter again
1 Hour Ago
painting reactive target IO handles, updated manifest
2 Hours Ago
lightup frame correct IO placements
2 Hours Ago
mortar blockout + mortar ammunition
3 Hours Ago
scrapframe shutter V values
3 Hours Ago
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
3 Hours Ago
Add menu option to toggle shutter of shutter frames (IO takes priority)
3 Hours Ago
added params for default tiling and offset for shutters
3 Hours Ago
correct Y offset values for shutter frames
3 Hours Ago
lightup frame scripts integration
3 Hours Ago
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
4 Hours Ago
fix inventory of scrap frames
4 Hours Ago
set goldframe large slots back to 1
4 Hours Ago
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
5 Hours Ago
Clean: dead code removal Tests: none, trivial change
5 Hours Ago
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
5 Hours Ago
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
5 Hours Ago
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
5 Hours Ago
RHIB Scientists now use LR300s - not MP5s
5 Hours Ago
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
5 Hours Ago
RHIB Scientists can attack players at a way higher range 30 -> 70
5 Hours Ago
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
5 Hours Ago
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
5 Hours Ago
Picture frames - fixed text box clipping with mesh on medium ornate frame
5 Hours Ago
main -> boatai_balancing_changes
5 Hours Ago
tanky_ai_load_fix
5 Hours Ago
Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists Remove clear target log
6 Hours Ago
adding more gesture anims for v4 update
6 Hours Ago
Update: OcclusionGroupTests - clear global Occludees hashset on every test start old logic leaks were polluting tests, making it more annoying to validate unit tests Tests: ran unit tests
6 Hours Ago
Bugfix: OcclusionGroups - new logic will cleanup non-local groups from itself if there's no connected player there This fixes how 2 sleepers interact with each other, and lets us reduce the size of groups overall Tests: ran unit tests, 4/226 fail
Today
Picture frames - fixed stretched textures in paintable area of standing frames, updated variants with photo capability
Today
Tests: OcclusionGroupTests - add validation that all groups have been cleaned up at the end of the test - some old logic based tests are failing this, so plugged it with a warning Tests: ran all unit tests, 8/226 fails
Today
meds box art
Today
IOEnt fixes, fix lightup frame flag issue, add visibility var for simplelights to pass through parent entity
Today
Tests: OcclusionGroupTest - disable assertions for known issues with old logic tests - Emitting "Skipping Assert for a known bug!" warnings for those instead Old occlusion grouping logic does not support moving sleepers at all. Also, seems to be failing to clean-up global occlusion groups tracking properly. Tests: ran all unit tests, 8/226 fail (only new logic that I've yet to fix)
Today
- Removed the Shadows section from the Graphics Settings menu - Added the Shadow Quality option to the Graphics Quality section of the graphics menu - Set up the Shadow Quality setting for each graphics preset
Today
Added grass shadows as part of the shadow quality presets and removed them from the World section of the graphics menu
Today
merge from main, shader fix
Today
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
Today
adding v4 rps gesture anims to source
Today
merge from main
Today
Updated model and textures for stone component box
Today
wood box matrix dressing and lods, prefab updated, icon updated, item updated, localization updated.
Today
- Updated the shadow settings to be set directly via the UI_SettingsTweakShadowPreset when the graphicssettings.shadowqualitypreset ConVar changes. - Made shadow related ConVars, other than the graphicssettings.shadowqualitypreset, developer only, as these should now only be set via the shadow quality presets. - Updated the presvious graphics.shadowquality ConVar name to graphics.shadowfilteringquality, as it controls the PCSS filtering quality of the shadows rather than the overall quality.
Today
Tests: OcclusionGroupTests - update expectations of all tests around newLogic and Asleep players This is currently catching a bug, so will need to fix later, after I sort the oldLogic failures next Tests: ran all unit tests, 22/226 failing
Today
fixed crickets ambience list to work with specific times