128,013 Commits over 4,201 Days - 1.27cph!

9 Minutes Ago
merge from main
16 Minutes Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
19 Minutes Ago
improving culling selection on medical barge for reduced popping
24 Minutes Ago
Restore broken Desert_Dwelling_double_A.prefab corrupted in 122570 on scientist_iteration branch. Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
45 Minutes Ago
improving culling selection on supplies and prison barge for reduced popping
50 Minutes Ago
Engine basic functionality but no forces applied yet.
1 Hour Ago
Fixed entrance portal buoys spawning out of valid bounds
1 Hour Ago
model refresh for the medical syringe textures and material (new folder - kept old so can be replaced)
1 Hour Ago
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
1 Hour Ago
PTBoat script handles loot spawning rather than the spawner itself This means console command spawned boats will spawn their loot properly
1 Hour Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
1 Hour Ago
Merge: from baseplayer_vis_nre - fixed false positive logging, better logs Tests: built standalone and connected to staging server - no extra errors on connect
1 Hour Ago
Merge: from main
1 Hour Ago
Update: move breadcrumbs a bit to get better callstack - eliminated a false-positive Tests: built standalone and connected to staging - no more error logs on connect to server
1 Hour Ago
Merge from small_ramp
1 Hour Ago
Merge from small_engine
1 Hour Ago
initial Terrain_WaterHeight separation and dummy data for both
1 Hour Ago
Rust 12th Birthday Cake - Created optimized mesh LODS for world model and viewmodel. Updated projectile, wm prefabs.
1 Hour Ago
merge from deep_sea
1 Hour Ago
Fixed deep sea exit portal not working
1 Hour Ago
Removed obsolete tags from floating walkway kits
1 Hour Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
1 Hour Ago
Merge from parent
2 Hours Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
2 Hours Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
3 Hours Ago
Added Spike trap model component
3 Hours Ago
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise) added a regular props_culled culling group for props on the outside to cull like other barges re-organised prefab categories to be in line with other barges hierarchies added some polygon surfaces inside the casino floors to help with automatic culling of objects below
3 Hours Ago
merge from naval_update
3 Hours Ago
Adding 50 cal rigs
4 Hours Ago
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
4 Hours Ago
Casino structure prefabs: ensured world layer on mesh object converted renderers to use MeshLOD when possible RendererBatch added where it makes sense Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
4 Hours Ago
merge from boatspawner_nudge_fix
4 Hours Ago
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4 Hours Ago
merge from iceberg_icesheet_barricade_fix
5 Hours Ago
Fix typo in CommandBuffer.EndSample() name
5 Hours Ago
floating_city_casino signs prefabs layers, missing mesh cull
5 Hours Ago
Rust 12th Birthday Cake - Added subsurface profile bind to the world model prefab mesh.
5 Hours Ago
Start with simple culling of frustum planes on main thread - cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms - add more profiler samples
6 Hours Ago
Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render
6 Hours Ago
Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing) Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing Seems to save about 0.6ms/frame in an isolated bandit town
Today
AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
Today
Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
Today
Subtract 133193 (cinematic_play_fallback)
Today
Merge from naval_update/floating_cities
Today
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless S2P floating city 1+2+3