125,642 Commits over 4,171 Days - 1.26cph!

2 Months Ago
Put cache under mode instead
2 Months Ago
Added prioritise premium toggle
2 Months Ago
server/none compile fix
2 Months Ago
cleaning up projectile TransformAccessArray properly
2 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
2 Months Ago
Deleted Unused Collider Mesh
2 Months Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
2 Months Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
2 Months Ago
Merge from main
2 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
2 Months Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
2 Months Ago
Merge from waterpump_occlusion_fix
2 Months Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.
2 Months Ago
Smart mode sorting (mode priority first then players)
2 Months Ago
Sorting via mode
2 Months Ago
enabled batched projectiles by default
2 Months Ago
Merge from main
2 Months Ago
Swap to buffer list as its faster
2 Months Ago
Bake mode into server info instead of ui entries
2 Months Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
2 Months Ago
Merge from main
2 Months Ago
WIP work to speed up culling (AVX fix)
2 Months Ago
Display proper mode in server entries
2 Months Ago
Merge from tugboat_toot 🎺
2 Months Ago
Adjuested LOD distances on floating walkways
2 Months Ago
Restore changes and fix compile errors
2 Months Ago
Foliage assets rebake
2 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.
2 Months Ago
Added the Rust Render Pipeline package back to the project
2 Months Ago
Reducing tricount of some floating walkway LOD0s
2 Months Ago
Merge from main
2 Months Ago
Removing Rust Render Pipeline package so it can be renamed
2 Months Ago
Merge from compass
2 Months Ago
Merge from main
2 Months Ago
Setup for weapon rack
2 Months Ago
Individual trigger re-parenting test.
2 Months Ago
Testing out drawing on the in-game map, only has basic functionality right now
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
Merge from hardcore_refresh
2 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
2 Months Ago
Dithering on SHDO, now can set keywords on materials through baker editor, improve editor layout
2 Months Ago
Fix compile error from monument scene being deleted
2 Months Ago
Featured skin tile tweaks
2 Months Ago
Cleaned up store featured tab
2 Months Ago
merge from deprecate_old_monument_scenes -> main
2 Months Ago
Fix home store hero reliance on video length - didnt work at the best of times
2 Months Ago
Fixed an ordering issues with store tiles
2 Months Ago
Fixed server browsers virtual scroll heights
2 Months Ago
Steam inventory is now using virtual scroll, that was a pain