201,010 Commits over 4,171 Days - 2.01cph!

15 Minutes Ago
Updated pilot pack suit media
24 Minutes Ago
backgroundvideo_fix -> main
25 Minutes Ago
Convar to force menu background videos to be webm only. Default = true
31 Minutes Ago
Added textures and set up a material for charity plushie 01
33 Minutes Ago
Change texture compression on the RHIB controls
36 Minutes Ago
Bugfix: player replication no longer stutters with UsePlayerUpdateJobs 2 Was iterating over wrong occlusion results - need to refactor to avoid future confusion Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
55 Minutes Ago
Fix new drybox not spawning on the RHIB
1 Hour Ago
gave BurstClothConstraint some rotation gizmos
1 Hour Ago
Bugfix: rewrite batched OcclusionLineOfSight to supports sleepers Tests: 2p session on Craggy with UsePlayerUpdateJobs 2, disconnected multiple times - no more out-of-bounds exceptions
1 Hour Ago
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1 Hour Ago
chainsaw wip attack anims exported and anim controller edited
1 Hour Ago
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1 Hour Ago
Adding new anim layers to player animator
1 Hour Ago
Setup the rest of the player gesture animation buttons. Surrender and the dances don't work right now
1 Hour Ago
Fixed RustButton CalculateLayoutInputHorizontal nre
1 Hour Ago
Fixed DLC names not being translated in the inventory screen
1 Hour Ago
Setup more anims: Viewmodel specific: manualcycle, dryfire, throw, use_self, use_other, use_other_wounded PlayModel specific: drop_item, pickup_item, drink, victory, wave
2 Hours Ago
Add toast error messages when unable to pickup items Split out logic into different boiolean methods for checking whether we should display the pickup option and whether the item can be handed over. Sometimes we don't want to show the option at all, sometimes we want the option to pickup but then know why we can't via toast Several items now have the option to pickup and will then display a toast message on failing, where they did not have the option to pickup before (and you wouldn't know why) Made some small changes to WaterPurifier code to make some of what it's doing a bit clearer
2 Hours Ago
optimize flashlight beams, implement custom update runner.
2 Hours Ago
Farm dressing exploration WIP
2 Hours Ago
Quiet the bind command when assigning gesture from the gesture menu
2 Hours Ago
Optimize sleeping bags
2 Hours Ago
Only allow camera movement when the input field is not in focus
3 Hours Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
3 Hours Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
3 Hours Ago
Fix compile error
3 Hours Ago
fix cloud movement in timescaled demo
3 Hours Ago
Remove testing stuff
3 Hours Ago
Persist SyncVar arguments from within components
3 Hours Ago
merge from fix_newmenu_inventory_threadsafe
3 Hours Ago
import settings on bulb models
3 Hours Ago
Add CCTV-helper Admin Convars
3 Hours Ago
adjusted bulb prefab
3 Hours Ago
SyncVars can now be used in EntityComponents
3 Hours Ago
removed third material from bulbs
4 Hours Ago
Update: BasePlayer.NetworkPositionTick now uses batched server occlusion Tests: 2p session on Craggy with UsePlayerUpdateJobs 0 and 2. Saw a bug on disconnect, will fix next.
4 Hours Ago
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
4 Hours Ago
Add generic method to iterate over a list with a set budget
4 Hours Ago
Added container shells for farm area + LODs
4 Hours 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
4 Hours 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.
4 Hours Ago
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4 Hours Ago
Overcast wind 0.75 > 0.4
4 Hours Ago
Toned jungle yellowing (anti-blue) down 4%
4 Hours Ago
Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper
4 Hours Ago
Fixed foggy weather having wind.
5 Hours 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
5 Hours Ago
Old weather odds.
5 Hours Ago
Merge from main
5 Hours Ago
Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes