139,094 Commits over 4,474 Days - 1.30cph!

Yesterday
merge from water_treatment_plant_maintainables
Yesterday
scene with prefab updates + S2P for WTP monument
Yesterday
wtp maintainables fixes&updates - cant put water into pipes - fixed cant take water out of pipes through UI - gearbox switched to using Syncvar (cleaner) - gearbox fixed "" invoke - gearbox fixed double network update w flags - add ResetIOState for water pipe broadcaster - add max pressure convarable parameter to water tank, so you can increase pressure beyond the "water on" threshold - manifest - fixed collider on water spout of pipes - added a pipe to WTP monument, close to the spinner tank - increased max power output threshold of gearboxes to 150 - increased power throughput of gearboxes from 1power/s to 5power/s (less time standing around) - 3 -> 2 gearboxes at monument, one on top of main silo, one on ground - improved debugging command for water treatment tank logging - prevent pipes from spawning in areas they should not be (inside things, in monuments, railways, etc) - increased pipe frequency - tweaked pipe terrain generation
Rin
Yesterday
Initial heavy fuse loot pool
Yesterday
Master key first pass animations
Yesterday
Speed up new navmesh gen by x1.6 - optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists - avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers - replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
Yesterday
Add clan ID to Rust+ clan announcement push notification data
Yesterday
merge from game_room_dlc
Yesterday
Fix some issues with the pool table reset game interaction checks Participants can always reset, other players only when the table has been idle for 5 minutes, don't require build priv Only show the "processing" interaction to participants Fix duplicate bone name
Yesterday
pool table - added guide mesh with balls on it for QoL placement - updated deploy prefab - removed unused / unreferenced old guide prefab
Yesterday
puzzle test case (cardreader + fuse doesn't reset)
Yesterday
Bar Stools - Updated colliders, created and setup worldmodel prefabs
Yesterday
pool table - added gibs - updated prefab gibbable
Yesterday
Enable require build priv on pool table pickup
Yesterday
Cow and sheep animation speed updates
2 Days Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
2 Days Ago
Fixed lighting/camera setup in sculpting dialog
2 Days Ago
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
2 Days Ago
merge from main :)
2 Days Ago
Fix shields being visible when they shouldnt be + melee throwing bugs
2 Days Ago
merge from main
2 Days Ago
making all ladder hatches have unique uv's
2 Days Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
2 Days Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
2 Days Ago
Manifest, fixes launch issue
2 Days Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
2 Days Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
2 Days Ago
Fix normals in edit mode
2 Days Ago
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
2 Days Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
2 Days Ago
Merge from main
2 Days Ago
center block from sculpture setup data in dialog creation
2 Days Ago
mbp instead of material instance
2 Days Ago
Use geo clip terrain normal sampled in vertex shader
Rin
2 Days Ago
merge from PlayerMaintainedMonuments/powergrid
Rin
2 Days Ago
Supermarket fridge loot pass s2p
2 Days Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
2 Days Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
2 Days Ago
Add new packed textures
2 Days Ago
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
2 Days Ago
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
2 Days Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
2 Days Ago
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
2 Days Ago
Merge from main
2 Days Ago
Merge from JulQuickfire_balane1
2 Days Ago
Merge from videoplayer_volume
2 Days Ago
Merge from lunar_masks_wolf_headress
2 Days Ago
Merge from main
2 Days Ago
Fixes
2 Days Ago
Sheep setup Fixed interact colliders on animals affecting navmesh bakes