138,864 Commits over 4,474 Days - 1.29cph!

13 Days Ago
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
13 Days Ago
Update: replace editor GUIStyle with default one to allow culling.debugshowstats to work - remove UNITY_EDITOR defines Tests: built debug client standalone
13 Days Ago
merge from main
13 Days Ago
Fixed the rendering of the night light and prevented it from rendering during the day
13 Days Ago
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
13 Days Ago
merge from piemenu_binds_feedback
13 Days Ago
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
13 Days Ago
Fixed some letter being truncated
13 Days Ago
CRLF to LF line endings for the BlurOptimized shader
13 Days Ago
Added the night light renderer feature and pass
13 Days Ago
texture update to wooden crate 2
13 Days Ago
remaining items
13 Days Ago
elite crate and wooden crate 2
13 Days Ago
Added the night light volume component
13 Days Ago
merge from main
13 Days Ago
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
14 Days Ago
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
14 Days Ago
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
14 Days Ago
Fix RRP colour grading Lift not being applied correctly
14 Days Ago
Freezer fx tweaks & cleanup
14 Days Ago
Removed animator from non-interactive elevator door in destroyed wing
14 Days Ago
Merge from main
14 Days Ago
Merge from weathereffect_queue
14 Days Ago
Missing partial, compile fix
14 Days Ago
Merge from weathereffect_queue
14 Days Ago
Fixed work queue not compatible with reset static fields (abstract class)
14 Days Ago
Merge from weathereffect_queue
14 Days Ago
Fixed AuroraEffect Change budget to 0.02ms
14 Days Ago
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
14 Days Ago
Merge from vm_currency_drop_fix
14 Days Ago
merge from canbe_charms_audio
14 Days Ago
merge from main
14 Days Ago
fix up charm equip/unequip sound implementation
14 Days Ago
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases
14 Days Ago
Bugfix: ignore set calls if occlusionculling instance hasn't been created yet Tests: compiles
14 Days Ago
Merge: from culling_falsepos_improv - Bugfix for NRE blocking connection to the server Tests: none, trivial change
14 Days Ago
Remove client/server linking against 'addons' lib on win32/posix builds Improve Holly library related error handing * The game no longer crashes (64bit builds) when Holly.dll is missing Merged Pull Requests * Added missing CS:S world soundscript * Added "impactsoft" sound to "watermelon", "dirt" and "carpet" material types Apply improvements from addons menu to dupes/saves/demos * Specifically, ability to add workshop items to favorites, and display of whether an item was upvoted or not Minor cleanups Rename Entity.PlayFootstepSound to Entity.EmitStepSound * Because of that one addon that decided to use the former name Try waiting for Steam Workshop mounts when loading * This is specifically when starting a new game, aimed at usage of "+map" in command line parameters, so Workshop content is present when map loading finishes Pull Request: TTT: Fix undefined variables and malformed patterns Some TTT cleanups * Removed unused local functions, removed unused variables Pull Request: Fix minor logic errors in base Lua
14 Days Ago
Compile fix 2
14 Days Ago
Merge from culling_falsepos_improv
14 Days Ago
merge from flat_estimatedvalue_sleepers
14 Days Ago
merge from culling_falsepos_improv
14 Days Ago
Compile fix
14 Days Ago
merge from demo_shotlist_fix
14 Days Ago
Merge: from culling_falsepos_improv - Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group - Update(debug): improved output of some of these tools Tests: used these tools on craggy and apartment
14 Days Ago
merge from piemenu_binds_feedback
14 Days Ago
Fixed Demo "Shot List" and folder buttons not working
14 Days Ago
Merge: from main
14 Days Ago
Fixed bind texts overflowing
14 Days Ago
Update: expose more of culling debug tools - DebugShowStats - same as PrintStats, but continuously rendered to screen - DebugDrawHiZMipChain - draw all depth mip levels on screen - DebugDrawHiZOverlay - overlay specific level of mipchain on the screen, -1 to disable Tests: used all on craggy
14 Days Ago
- Manifest - Demo compat