249,450 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Subtracting S2P launch site (world_update_2 conflict)
4 Months Ago
glass bottle added
4 Months Ago
Tightened anchors for cliff_hills_large_c and large_f
4 Months Ago
Skin bundles
4 Months Ago
merge from world_update_2
4 Months Ago
Addd AO maps for all medium and large rock formations Unfiied the look of all rock textures
4 Months Ago
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4 Months Ago
Null check on water visibility grid, should stop scene issues with terrain (didn't catch it was executed in edit mode as well)
4 Months Ago
Just get rid of F_DISABLE_Z_PREPASS entirely, it's not applicable for users to set it, static overlay uses BoolAttribute( NoZPrepass, true ); directly
4 Months Ago
Fix action graph target types in resources
4 Months Ago
Fix case where WriteCacheReferences is ignored
4 Months Ago
4 Months Ago
updated coin ui Remove obsolete code Crumble platform falling platform add a small buffer to the falling platform Seesaw platform Updated playground
4 Months Ago
Skin update
4 Months Ago
Bugfix: Rcon no longer waits for first command to start broadcasting log messages Tests: Connected to server via test RCon page - started seeing output immediately
4 Months Ago
New: RustLog utility - consistently formatted logs with conditional output - Extracted from BaseMonoBehavior, with forwarding of it's logs to RustLog - Added Item category We have scenarios where we have categorized logs in cases where we don't have BaseMonoBehavior available(Items) - this fills that niche. Tests: Built all modes in editor. Ran with Network logging enabled - saw expected output. RCon page was good.
4 Months Ago
Reapply code
4 Months Ago
Subtracting 1322 (skin corruption)
4 Months Ago
Update: regenerated ItemManager.EnablePooling command Forgot to do it in previous submit Tests: none, trivial change
4 Months Ago
Merge from world_update_2
4 Months Ago
Nicer display info for interface types, icon for event methods Added scene.run node https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
4 Months Ago
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
4 Months Ago
Convert existing darts to use dartmod
4 Months Ago
Update MethodBinder.BuildCall signature
4 Months Ago
4 Months Ago
Update: ItemRemove now schedules self recycling on Client - subject if ItemManager.EnablePooling is set or not This can automatically handle cases where we have client-side WorldItem & ItemContainers storing client-side items(amortizes synchronization) - but needs code fixing for that. Tests: Tested dropping items(with pooling disabled it's ok, with enabled it's borked), equipping armor(same) - will fix in next CLs
4 Months Ago
wip dartmod
4 Months Ago
Expose MethodCallNodeDefinition.GetBinder
4 Months Ago
4 Months Ago
bumped exception report message max size to 600 and tied it to a convar (can't be set lower than the original maximum) - this codegen also includes the new servside ragdoll default convar from 104903
4 Months Ago
Merge: from main Tests: Build Server mode in editor, all good
4 Months Ago
Clean: comment explaining Client-side exclusive ItemManager use Tests: none, trivial change
4 Months Ago
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4 Months Ago
Merge from main
4 Months Ago
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4 Months Ago
Merge: from main Tests: editor build for all modes(Server borked, but fix coming)
4 Months Ago
Bugfix: Don't leak pooled lists in RunInRadius<T> Thanks for the report! Tests: ran admin commands that would generate a leak - no more.
4 Months Ago
Merge from main
4 Months Ago
More backups
4 Months Ago
Backups
4 Months Ago
Leaderboard backup, run #14068
4 Months Ago
animation: none clears animation Clear ragdoll bone initial positions after using them
4 Months Ago
use default depth_only combo for skin Remove F_DISABLE_Z_PREPASS from shaders except if you want it explicit, remove it from eyeao until we recompile shaders
4 Months Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao
4 Months Ago
cave reverb fix
4 Months Ago
Parent merge
4 Months Ago
Merge from world_update_2
4 Months Ago
Dive ability
4 Months Ago
Fix Duplicated Entries in Create GameObject Menu
4 Months Ago
Slide Anim