141,751 Commits over 4,505 Days - 1.31cph!

1 Hour Ago
Big ass pass on all IO electricity tests: - Consistency, new tests and fixes - Added ScopedSky - Moved the save and restart utils to RustTestFixture, started using it for other tests
1 Hour Ago
russian roulette - updated textures, mostly there just some polish to do
1 Hour Ago
Improve navmesh doors perf
2 Hours Ago
Update: add store.unloadAssets convar, default true Controls whether hiding store unloads assets or not. To re-enable requires restarting the game Tests: navigated store in bundled editor with convar disabled
2 Hours Ago
Merge from salvaged_hammer_refresh_sounds
2 Hours Ago
merge vehicle pooling to main
2 Hours Ago
Added new sounds for some of the new Salvaged Hammer actions
2 Hours Ago
merge demo ui 2 to main
3 Hours Ago
Bugfix: fix disconnect flow causing double unsubscribe - introduce UI_Windon::OnVisibilityChanged - move all the sub/unsub code to it Tests: editor and standalone, connected to server then disconnected. tried connecting to bad ip while on store page
3 Hours Ago
Work on Vendor A Shell (for train tunnels, randomised rooms). WIP kiosk (blocking materials and shapes in)
4 Hours Ago
refactor critter interest overrideable methods rework how frogs try to find shallow water to croak in
4 Hours Ago
pool_ball_moving_fix -> main
4 Hours Ago
Fix pool ball velocity creeping into the next shot
4 Hours Ago
New preview positions - way better
4 Hours Ago
- updated Sheep LODs. added LODs for the Calf. assigned correct material to sheep lod in prefab.
4 Hours Ago
ocean wreck buoys - combined the seaweed and mussels on all three renderers 128 > 23 across the three LOD components 115 > 8 gameobjects 153 > 48 prefabs 482kb > 124kb
4 Hours Ago
Fix dof being too shallow all the time
4 Hours Ago
rebuild manifest after merge issues
4 Hours Ago
folding wicker beds B C D E - combined into one mesh each frame, fabric and pillow all share Folding_Wicker_Bed_A, so each bed combines into one mesh per LOD band with a single MeshLOD - every bed is one object now renderers 10 > 4 across the four LOD components 10 > 4 gameobjects 10 > 4 prefabs 44kb > 26kb tris at 18m 23,336 > 6,200 last lod under the vert cap on all four so they batch
4 Hours Ago
Swap the crappy overly complex multipel values for character camera shots over to the same orbit camera sty;e as the render images were
4 Hours Ago
Missed files
5 Hours Ago
Fix head icons being behind the player
5 Hours Ago
Constantly lerp the camera to the bone position rather than only setting it once on enter
5 Hours Ago
Better preview angles
5 Hours Ago
Allow closing and opening door to be taken into account by the navmesh, but without a full rebuild
5 Hours Ago
Fix multiple idle animations playing at once - causing jittering and preventing the reaction anims from playing
5 Hours Ago
Better way to be able to preview rendering shots + category shots Fix character customisation tiles showing up white initially Clean up min/max yaw settings
5 Hours Ago
merge from glass_ar
5 Hours Ago
Crystal AR - fixed attachment positions in 3p entity
5 Hours Ago
Fixed the white balance values and when the contrast should be applied in the post processing pass
6 Hours Ago
Add modular_contraption_kit_a meshes, materials and textures
6 Hours Ago
merge from Livestock_animals
6 Hours Ago
merge from main
6 Hours Ago
Add edge-case terrain height raiser underneath skirt. Increase slope alignment and full gradient alignment.
New cinematic lighting Various polish and minor animation changes Ensure older baked textures aren't re-handed out Fix indirect instancing bricking renderers in the character creator view Always use best LODs for character creator view props Rebuild all the static icons Swap to medium apartment
Today
further mag drop updates
Today
Render DDraw on beginCameraRendering for RRP
Today
Bugfix: recache icons when opening menu via escape and arriving at the store Tests: standalone - connected to the server and opened-closed menu multiple times
Today
Strip occlusion culling from the dolly preview too
Today
disable wheel colliders on the client during preprocessing so they don't spam errors during pool prewarm
Today
merge from cui_draggable_anchor_fix
Today
Fixed Draggable anchorMax setting to offsetMax
Today
Fix BlurOptimize shader typo
Today
gun display racks - merged weapons and hooks on all three. each rack was 10-12 renderers with a separate MeshLOD chain each. weapons combined into one mesh per LOD band, hooks into one, one MeshLOD each LOD components 32 -> 10 gameobjects 44 -> 19 draw calls 35 -> 20 colliders 32 -> 3 last LOD tris 15,282 -> 6,486
Today
add cinematic shake to the demo options panel, to have the same shake we use in trailers
Today
Added crystal AR page to the weapons category
Today
merge from main
Today
merge from skinviewer_sept26
minor tweaks to wood glove model for skinviewer
Today
Exclude composter from cooking tests