137,444 Commits over 4,474 Days - 1.28cph!

14 Minutes Ago
merge from game_room_dlc
14 Minutes Ago
Stop dismounting from the pooltable ending up killing you
23 Minutes Ago
Darts QoL - viewmodel rotates to aim at reticle position smoothly - leaderboard menu is hidden in multiplayer (it's a singleplayer only feature) - mountable headlook clamps to not look through viewmodel
32 Minutes Ago
pool: Resetting the game now takes a few seconds rather than instantly being able to do it
38 Minutes Ago
Fix darts game board breaking aux1 builds
44 Minutes Ago
gamesroom shotgun trap - fix ansio setting for specgloss texture map
46 Minutes Ago
Enabled/Disabled states for freezer
53 Minutes Ago
gamesroom shotgun trap - added guide model for consistancy - updated prefab - updated game model
1 Hour Ago
Merge from playermaintainedmonuments
1 Hour Ago
Merge from satellite_crash, keeping the monuments in conflict from this branch
1 Hour Ago
merge from smallbackpack_workshop_setup - made small backpack skinnable
1 Hour Ago
Codegen
1 Hour Ago
Pooltable: - Fully swap pooltable 3p animations to an animation subsystem - Dont use leg animators anymore - Rip out player animation test code - When destroying an animation subsystem ensure the system is disabled - Fix floating deployable
1 Hour Ago
Fix skinned legs/hands getting culled when using debug cam
1 Hour Ago
Merge from main
1 Hour Ago
S2P powerplant
1 Hour Ago
Clean: remove BasePlayer.UpdateSubscriptions, it was only used in unit tests - fix TestPlayer.UpdateSubscriptionsConsistency unit test Tests: ran unit test
1 Hour Ago
Merge from PlayerMaintainedMonuments
1 Hour Ago
Run S2P on outpost, launch site, and powerplant again after stomping changes from 156459 Manually disabled shadows on wire_prefab Codegen
1 Hour Ago
Fix vignette settings remapping
2 Hours Ago
Add screen_blur_UI_RRP volume asset
2 Hours Ago
Merge from main
2 Hours Ago
fixed up rotation on icon for smallbackpack and re-rendered icon
2 Hours Ago
Setup night vision overlay and volume
3 Hours Ago
merge from main
3 Hours Ago
Better update process (pause and resume the playable, don't manually evaluate it)
3 Hours Ago
gamesroom shotgun trap - game model updated - textures added with bake preview - max res set to 1k for skin - updated material - updated prefab
3 Hours Ago
3 Hours Ago
Stop pooltable floating
3 Hours Ago
Pool table aiming logic is now client controlled - this gets around any latency. Server will validate proposed changes.
4 Hours Ago
Clean: initial pass of removal Jobs 2 code - removed hand-rolled async state machines - removed all code dependent on !UseUniTasks Tests: compiles
4 Hours Ago
Added new sounds for supermarket freezer
4 Hours Ago
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
4 Hours Ago
Update: replace editor GUIStyle with default one to allow culling.debugshowstats to work - remove UNITY_EDITOR defines Tests: built debug client standalone
5 Hours Ago
merge from main
5 Hours Ago
Fixed the rendering of the night light and prevented it from rendering during the day
5 Hours Ago
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
5 Hours Ago
merge from piemenu_binds_feedback
5 Hours Ago
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
6 Hours Ago
Fixed some letter being truncated
Today
CRLF to LF line endings for the BlurOptimized shader
Today
Added the night light renderer feature and pass
Today
texture update to wooden crate 2
Today
remaining items
Today
elite crate and wooden crate 2
Today
Added the night light volume component
Today
merge from main
Today
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
Today
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
Today
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)