143,085 Commits over 4,383 Days - 1.36cph!

10 Months Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
10 Months Ago
Modular Boats Small Ramp - First Iteration
10 Months Ago
Put cache under mode instead
10 Months Ago
Added prioritise premium toggle
10 Months Ago
server/none compile fix
10 Months Ago
cleaning up projectile TransformAccessArray properly
10 Months Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
10 Months Ago
Deleted Unused Collider Mesh
10 Months Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
10 Months Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
10 Months Ago
Merge from main
10 Months Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
10 Months Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
10 Months Ago
Merge from waterpump_occlusion_fix
10 Months Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.
10 Months Ago
Smart mode sorting (mode priority first then players)
10 Months Ago
Sorting via mode
10 Months Ago
enabled batched projectiles by default
10 Months Ago
Merge from main
10 Months Ago
Swap to buffer list as its faster
10 Months Ago
Bake mode into server info instead of ui entries
10 Months Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
10 Months Ago
Merge from main
10 Months Ago
WIP work to speed up culling (AVX fix)
10 Months Ago
Display proper mode in server entries
10 Months Ago
Merge from tugboat_toot 🎺
10 Months Ago
Adjuested LOD distances on floating walkways
10 Months Ago
Restore changes and fix compile errors
10 Months Ago
Foliage assets rebake
10 Months Ago
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
10 Months Ago
Added the Rust Render Pipeline package back to the project
10 Months Ago
Reducing tricount of some floating walkway LOD0s
10 Months Ago
Merge from main
10 Months Ago
Removing Rust Render Pipeline package so it can be renamed
10 Months Ago
Merge from compass
10 Months Ago
Merge from main
10 Months Ago
Setup for weapon rack
10 Months Ago
Individual trigger re-parenting test.
10 Months Ago
Testing out drawing on the in-game map, only has basic functionality right now
10 Months Ago
Merge from parent
10 Months Ago
Merge from main
10 Months Ago
Merge from hardcore_refresh
10 Months Ago
If a player has set their bagassignmode to always allowed, always preserve the final slot so that a players bag allotment can't be filled by another player This isn't really an issue in vanilla since we can just clear bags on the map, but if the bags in hardcore are in a location that hasn't been cleared they wouldn't be able to place new bags without dying
10 Months Ago
Dithering on SHDO, now can set keywords on materials through baker editor, improve editor layout
10 Months Ago
Fix compile error from monument scene being deleted
10 Months Ago
Featured skin tile tweaks
10 Months Ago
Cleaned up store featured tab
10 Months Ago
merge from deprecate_old_monument_scenes -> main
10 Months Ago
Fix home store hero reliance on video length - didnt work at the best of times
10 Months Ago
Fixed an ordering issues with store tiles