144,218 Commits over 4,413 Days - 1.36cph!

11 Months Ago
Clean: delete AutoTurret.lastShotTime Was never set, and the code that depended on it had to do extra calcs, only to discard results. Tests: editor builds C+S
11 Months Ago
Update: AutoTurret.nextVisCheck -> double Tests: editor builds C+S
11 Months Ago
Fix rich presence not updating for friends inside your party
11 Months Ago
Update: AutoTurret.lastDamageEventTime -> double Tests: editor builds C+S
11 Months Ago
Update: AutoTurret.lastTargetSeenTime -> double Tests: editor builds C+S
11 Months Ago
Update: AutoTurret.lastScanTime -> double Tests: builds in editor C+S
11 Months Ago
Sanity checks for VTF loading Minor cleanups Fixed some issues with save/load system UniqueID/SteamID consistency for multirun clients UniqueID will still be inconsistent for multirun clients because its based on data clients can't know Only allow sound precache on level transitions/game load Should help with singleplayer players and addons with hundreds of sounds per weapon
11 Months Ago
Steam inventory fixes, modal buttons are wired correctly
11 Months Ago
Merge: from main
11 Months Ago
- slight blur on fog voxel texture to smooth out aliasing, works especially well on godrays - fog tweaks when going underground
11 Months Ago
fix server build
11 Months Ago
Merge: from pooledlist_fixes - Bugfix for invalid pooling of PooledList-subclassed types (like Eqs.PooledScoreList) Tests: unit tests + print_memory PooledList tracking in editor with Wolf2
11 Months Ago
Bugix: Reimplement PooledList(and others) via BasePooledList - Fixes incorrect pooling of inherited-from PoolingList types Tests: spawned wolf2 on craggy, enabled Ai, print_memory reports correct numbers of Eqs.PooledScoreList and no negative PooledList cases
11 Months Ago
F7 Player reports (abusive/cheat/spam/offensive name/breaking server rules) now send to the configured reports endpoint (server.reportsserverendpoint), previously only the generic feedback reports did. Tested in editor with separate client/server and locally hosted endpoint
11 Months Ago
Spraycan no longer loses condition while using `infiniteammo 1`
11 Months Ago
Removed some leftover debug stuff
11 Months Ago
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer. - Fully decoupled InstanceCreationInfo from *Renderer for more flexibility. - Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers - Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug - Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD - Tools: Record unsupported materials during play mode so that they can be fixed later - Tools: More progress bars for long operations - InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer - Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this. - Moved all the debug stuff to separate files - Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
11 Months Ago
Update: locking in unbox.any version - Updated comment explaining why unbox.any instead of Unsafe.As (tl;dr - a smidge faster, but no runtime type checks) - added a unit test that validates runtime checking Tests: unit tests
11 Months Ago
manifest
11 Months Ago
Update: add BasePooledList template - Updated test to use it Boilerplate for various PooledList<T> implementations Tests: test now passes
11 Months Ago
Fixed wrong refs
11 Months Ago
merge from main -> party_system
11 Months Ago
merge from party_system -> main
11 Months Ago
Update: add unit test that showcases invalid PooledList<T> pooling Tests: ran the test - fail as expected
11 Months Ago
renamed - remove underscore in mapname
11 Months Ago
bake height map changes
11 Months Ago
Assign textures and bundles
11 Months Ago
QA Island scene/map setup
11 Months Ago
Add ability to add general padding Fixed locker snapping
11 Months Ago
Can now snap an object by looking at the wall instead of looking at the ground Better calculations for Y heights Better Y heights in corners (fixes fridges) Ensure pivot offset is rotated by rotation first
11 Months Ago
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing - added batch support to multiple tests for comparison
11 Months Ago
Icon setup
11 Months Ago
merge from main
11 Months Ago
Steam inventory market price is using the steam client country code
11 Months Ago
Discord trophy can no longer be broken down (it never could be due to no market value)
11 Months Ago
Required items rework. More UI wip.
11 Months Ago
Made OnFeedbackReport RPC async and log upload results/exceptions
11 Months Ago
updaed ship, improved the hull material with macro variation mask and more colour
11 Months Ago
Send non-player-specific BreakingServerRules F7 feedback reports to the server.reportsserverendpoint
11 Months Ago
merge from frontier_external_fixes
11 Months Ago
rework some volumes to make snapping and building block to work nicer
11 Months Ago
Update: projectile perf test Tests: ran the perf test
11 Months Ago
11 Months Ago
more legacy cleanup
11 Months Ago
11 Months Ago
also delete stray Assets\Materials dir, added in 119921
11 Months Ago
deleted beehive natural large and horse costume icon from asset root dir
11 Months Ago
deleted random jungle rock in Asset root dir
11 Months Ago
snap_deployables -> main
11 Months Ago
Slightly increase half shelf bounds (shouldnt affect placement at all but will affect snapping)