139,160 Commits over 4,474 Days - 1.30cph!

10 Months Ago
merge from fix_boat_drift -> naval_update
10 Months Ago
Add parenting to NPCSpawner and set it up for ghostships
10 Months Ago
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
10 Months Ago
Fixed deep sea marker not extending to the end of the screen
10 Months Ago
RPG7 - viewmodel and texture update
10 Months Ago
Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
10 Months Ago
Fix players nearby being teleported into the water below when a boat is purchased at fishing village For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius S2P fishing villages
10 Months Ago
merge from ui_overhead_optims
10 Months Ago
Fix compile error
10 Months Ago
Fix scientists walking through the container on ghostship_d
10 Months Ago
Single 50cal anim update
10 Months Ago
Add large vehicle colliders to the outside of boat building area to prevent other boats entering when in edit mode. Extra safety check for parent when destroying blocks/deployables in BBS menu option.
10 Months Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
10 Months Ago
Fixed another issue with boat items not being placeable in certain situations. Added option to Area/Sphere checks to ignore the forced large vehicle vicinity check.
10 Months Ago
Merge: from main
10 Months Ago
Casino remaining LODs CH47 static variant prefab Casino prefab fixes
10 Months Ago
LoadingScreen toggles its soft mask
10 Months Ago
DeathScreen toggles its canvas too
10 Months Ago
exported latest rpg skin anims and rig
10 Months Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
10 Months Ago
Buildfix: add missing namespace using Tests: none, trivial change
10 Months Ago
Merge: from analytics_track_menu_times - Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups - Skip sending lag spikes and gc counts if there were none during performance logging tick Tests: observerd client_perf analytics ticks in editor with debug code
10 Months Ago
Clean: remove unused namespace using Tests: none, trivial change
10 Months Ago
Add bulk texture importing, to quickly load a skin within the workshop scene
10 Months Ago
Clean: remove debug logging Tests: compiles in editor
10 Months Ago
Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks Tests: observed couple client_perf ticks in editor
10 Months Ago
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
10 Months Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
10 Months Ago
Merge from anchor_sockets
10 Months Ago
Using sight and flip pitch support for the rear turret Lets the rear sight skip by the ballistics check
10 Months Ago
Final tweaks and usability
10 Months Ago
Bugfix: no more use-after-free for Frametimes - also reimplemented the fix from previous CL, as it was part of the problem Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
10 Months Ago
Disable overlay canvas when the menu is not visible
10 Months Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
10 Months Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
10 Months Ago
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes - Bugfixing leaking a couple List<TimeSpan> containers We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible. Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
10 Months Ago
First implementation of hybrid monster meshes
10 Months Ago
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS Minor rear PT Boat turret changes
10 Months Ago
tropical2 s2p
10 Months Ago
baked tropical2 shorevectors
10 Months Ago
handle inactive terrain in bakes
10 Months Ago
deep sea shorevector map initializes as ocean
10 Months Ago
Prevent fire extinguisher from dismounting the current player on the pt boat
10 Months Ago
hull.triangle sockets setup
10 Months Ago
Initial setup to fix scientists trying to shoot through glass
10 Months Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
10 Months Ago
Add debug.debugclippingchecks: - Prints out what colliders are causing cllipping to fail - Still keep the performant route for regular gameplay
10 Months Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
10 Months Ago
Fixes, improvements, socket tweaks.
10 Months Ago
Rejigged LODs in mannequin variants